|
Post by Pegasus Actual on Jul 3, 2013 19:54:01 GMT -5
Ok uhh. First of all, Domination needs to go to shorter capture time, maybe 7 seconds. No bonus for having multiple people on the flag.
Aside from that, game needs some perk adjustments. Uhh I don't know what tier, or if it's a pick X system or whatever but here is what we need guys:
Cloppity Horse - This perks makes all enemy players sound like big cloppity horses going "cloppity cloppity" everywhere with their big ol' cloppity hooves. This loud noise is generated on any movement. Crawl. Crouch walking. I don't give a shit. The person using the Cloppity Horse perk will also make cloppity sounds that the entire enemy team can hear..
Juggalo - This is kind of like Stopping Power plus reverse Juggernaut. Your character model will have no shirt, a bunch of stupid tattoos, and moron clown paint on their face. You will have half of normal health, but do extra damage. Certain maps will have pelicans that attack you if you use this perk. At a 10 kill streak all players begin to hear Miracles quietly on a loop. As your kill streak lengthens the song gets louder. On a 40 kill streak (streak kills add to this total) your team automatically wins and players are treated to a clip if the Juggalo player ascending into outer space.
Olskool - Gives you extra health, no health regen, and you gain 50 health for running over map packs that are dropped more or less like Scavenger packs.
Nonoscope - Makes you invulnerable to no scope shots past knifing range, LMGs a slightly longer range, ARs longer still. SMG and secondaries can still hipfire you at any range. Also you are invulnerable to hardscoping inside of a couple of meters.
Angry Dolphin - Dolphin diving into an an enemy causes them 50 damage.
Scorestreak Morestreak - Lets you use 5 scorestreaks instead of 3.
Don't Spawn So Close to Me - Aside from the start of a round, teammates cannot spawn within 15 meters of you.
You and No Army - This gives you a separate health/regen for every single enemy player. That means if you're fighting player A, and Player B at the same time you only die if one of the two of them does 100 damage to you. None of that "This guy shot me once, this other guy shot me once, then an EMP grenade exploded 15 feet away and now I'm dead" crap anymore for users of this perk!
Oh and a couple of notes on scorestreaks:
MeSAT - Costs as much as a VSAT. Gives you a VSAT. Impervious to EMP and CUAV. Blocks teammates' minimaps CUAV style so you have free reign to collect the Spicy Nacho Doritos that you earned.
Juggernaut - A lot like MW3 juggernaut, but when combined with Juggalo you get no movement penalty, but you still have no shirt. You get a big stupid clown head to replace your clown mask. Think Killer Clowns from Outer Space. So it's a little easier for enemies to headshot you. You take reduced damage to your torso. And your juggalojuggernaut pants are immune to damage.
Beam Me Up - This a special streak, every 5 kills (regardless of any cycling involving your other scorestreaks) you gain one trip through the transporter. You bust out your laptop and designate a spot on the map for you to teleport. There is a 1 in 100 chance that any beam up will beam you onboard the bridge of the Enterprise (1701-D) where you will be allowed to commence orbital bombardment using Photon Torpedos and Phasers. The Photon Torpedos act a lot like the Lodestar. Meanwhile with the alternate button can draw a path for the Phaser beam to cut across the map. The path is free-form but limited to 75 meters total length. The beam is about 3 meters wide and instantly vaporizes anyone that touches it. OP? Well maybe but it's a starship from like 300 years in the future, what is wrong with you of course it's going to be pretty good.
|
|
kittymulcher
True Bro
Packing my bags for the misty mountains
Posts: 446
|
Post by kittymulcher on Jul 3, 2013 20:13:42 GMT -5
You know how they cut off maps for party modes in BO1? What about you have a master map, a fucking huge map. Then you cut off areas of the map, randomise cover areas and change around obj points. I think a generated map would be too much, but a huge fucking master map would be freaking cool. Think 80% bigger than downturn. Think 80% bigger than interchange.
You could then do a few things. Make the map changes semi permanent, so after a couple of months this map changes, to make it more fun. You could randomise it, so it changes everytime you play. The maps will potentially give you very unbalanced maps, but it'll also make it very unknown as to what areas are camp central and what aren't. You could have a list dedicated to different game modes just on this map, I'm assuming a thing like this will require no small amount of resources, so there will be only 1 map or map system for the next call of duty.
|
|
laxman15
True Bro
"Go Planet!"
Posts: 161
|
Post by laxman15 on Jul 3, 2013 23:09:15 GMT -5
You know how they cut off maps for party modes in BO1? What about you have a master map, a Foxtrotting huge map. Then you cut off areas of the map, randomise cover areas and change around obj points. I think a generated map would be too much, but a huge Foxtrotting master map would be freaking cool. Think 80% bigger than downturn. Think 80% bigger than interchange. You could then do a few things. Make the map changes semi permanent, so after a couple of months this map changes, to make it more fun. You could randomise it, so it changes everytime you play. The maps will potentially give you very unbalanced maps, but it'll also make it very unknown as to what areas are camp central and what aren't. You could have a list dedicated to different game modes just on this map, I'm assuming a thing like this will require no small amount of resources, so there will be only 1 map or map system for the next call of duty. Yeah, I think it would be pretty cool to have a randomly generated map or game mode. That way you have to actually think on the fly and no more lobby shopping for that "spawn trap" map. Going even further, if the ma was fully dynamic and shifted every 1 minute or so. For example, you are rushing fire a shot and try to get away, BOOM the map shifts and you have to find a new escape path. Or another example, you are c_amping in a spot when the shift occurs and then you get crushed......I could see a lot of people complaining about BS deaths, though it still would be fund, like sharpshooter except with the actual map changing.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 4, 2013 0:29:31 GMT -5
I would not mind having something that can allow an unholy number of attachments onto my gun. MAYBE I want a QBB LSW with Ext. Mag, Long Barrel, Reflex, Stock, FMJ, Laser, AND Quickdraw. No perks, no equipment, no secondary, just one gun that's decked out harder than the Vatican's Christmas Tree.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 4, 2013 20:20:46 GMT -5
I would not mind having something that can allow an unholy number of attachments onto my gun. MAYBE I want a QBB LSW with Ext. Mag, Long Barrel, Reflex, Stock, FMJ, Laser, AND Quickdraw. No perks, no equipment, no secondary, just one gun that's decked out harder than the Vatican's Christmas Tree. And if not for matchmaking, why not party games? It would be awesome to be able to play with all the perks, attachments, killstreaks, etc.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 8, 2013 1:29:49 GMT -5
Before you can play a COD multipayer match everybody should have to fill out an extensive survey which determines their self worth. This then translates into the game by scaling the score reward earned by whoever gets the kill. So say you get a kill and only get 3 points, you know that it wasn't really that big of a deal because you just iced somebody who is probably illiterate and partially handicapped. I think it would be a good idea because this would add a good incentive for people to better themselves in their real life and would also be frickin hilarious.
The highest point total achievable would be 200, and the lowest -120. That's right, you lose points if you kill people who are that worthless.
|
|
|
Post by TheHawkNY on Jul 8, 2013 9:54:30 GMT -5
I would not mind having something that can allow an unholy number of attachments onto my gun. MAYBE I want a QBB LSW with Ext. Mag, Long Barrel, Reflex, Stock, FMJ, Laser, AND Quickdraw. No perks, no equipment, no secondary, just one gun that's decked out harder than the Vatican's Christmas Tree. My guess is that they did not allow this because of potential for abuse. You would see parties with half of the players running with six perks and the other half of the players running with guns like what you described, so that the players with six perks could pick up those weapons and have a huge advantage.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 8, 2013 11:39:05 GMT -5
I would not mind having something that can allow an unholy number of attachments onto my gun. MAYBE I want a QBB LSW with Ext. Mag, Long Barrel, Reflex, Stock, FMJ, Laser, AND Quickdraw. No perks, no equipment, no secondary, just one gun that's decked out harder than the Vatican's Christmas Tree. My guess is that they did not allow this because of potential for abuse. You would see parties with half of the players running with six perks and the other half of the players running with guns like what you described, so that the players with six perks could pick up those weapons and have a huge advantage. Just make it so that guns dropped by killed players are instantly removed from the map.
|
|
|
Post by APOCALYPSE on Jul 8, 2013 11:46:45 GMT -5
My guess is that they did not allow this because of potential for abuse. You would see parties with half of the players running with six perks and the other half of the players running with guns like what you described, so that the players with six perks could pick up those weapons and have a huge advantage. Reminds me of that assault shield glitch from launch.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 8, 2013 14:21:56 GMT -5
I would not mind having something that can allow an unholy number of attachments onto my gun. MAYBE I want a QBB LSW with Ext. Mag, Long Barrel, Reflex, Stock, FMJ, Laser, AND Quickdraw. No perks, no equipment, no secondary, just one gun that's decked out harder than the Vatican's Christmas Tree. My guess is that they did not allow this because of potential for abuse. You would see parties with half of the players running with six perks and the other half of the players running with guns like what you described, so that the players with six perks could pick up those weapons and have a huge advantage. Then again they did just introduce the ability to have 3 attachments on a primary weapon in BO2; it would seem silly to go from having 2-attachments on a gun to 7 right off the fly. As far as I can tell builds in BO2 that rely on picking up an enemy's primary weapon after stocking up on perks/equipment aren't exactly optimal; Pro-league CoD teams never really use this tactic. If it's not optimal with 3-attachment weapons in the mix it probably won't be game-breaking when there's more attachments on one gun in the mix. If anything, throwing on more attachments onto a gun could make the 6-perk setup even more viable, and if this was game-breaking somehow all it would do is benefit good players. No matter how many attachments there are on the gun the player can still get shot in the back or slip up and get outgunned.
|
|
Zero IX
True Bro
༼ つ ◕_◕ ༽つ
Posts: 1,655
|
Post by Zero IX on Jul 8, 2013 21:43:51 GMT -5
Pick 10 needs to become like, Pick 25, and different class elements need to be worth corresponding amounts. Opportunity cost is all but nonexistent in Black Ops 2.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 10, 2013 10:01:29 GMT -5
Domination to only count team score once a triple cap has happened. What's so Dominating about holding one more flag than the other?
|
|
|
Post by funcrusher on Jul 11, 2013 23:27:39 GMT -5
MW3 is by far my most favorite COD so my ideas are based off of that game primarily.
Please bring back stalker. Ill be the first to admit I'm a horrible aim and this helps me deal with that.
Make dead silence be DEAD SILENCE. One perk should not cancel out another perk (sitrep). There is absolutely no reason to use dead silence if sitrep is still going to use it. I LOVE sitrep, I wouldn't say do away with the perk, but make dead silence immune to its affects as the perk was intended.
Remove deathstreaks. A player shouldn't be rewarded for being horrible at the game.
Bring back specialist. In my opinion it's the best idea brought to the series. Further more, make a specialist only game type.
And last, bring in the ability to hurdle your teammates with a button press. This will eliminate the annoying corner trapping and open up options to get into hard to reach areas of the map (climb up ledges or into windows).
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 12, 2013 7:40:49 GMT -5
Make dead silence be DEAD SILENCE. One perk should not cancel out another perk (sitrep). There is absolutely no reason to use dead silence if sitrep is still going to use it. I LOVE sitrep, I wouldn't say do away with the perk, but make dead silence immune to its affects as the perk was intended. I believe SitRep was fully intended to be a counter to 'Dead Silence' from the beginning. That said, it was amusing to hear some Dead Silence users have an issue with their perk being cancelled out whilst using Assassin without issue as Assassin cancelled out Marksman so there was no need to use that perk either.
|
|
|
Post by funcrusher on Jul 12, 2013 22:45:57 GMT -5
Make dead silence be DEAD SILENCE. One perk should not cancel out another perk (sitrep). There is absolutely no reason to use dead silence if sitrep is still going to use it. I LOVE sitrep, I wouldn't say do away with the perk, but make dead silence immune to its affects as the perk was intended. I believe SitRep was fully intended to be a counter to 'Dead Silence' from the beginning. That said, it was amusing to hear some Dead Silence users have an issue with their perk being cancelled out whilst using Assassin without issue as Assassin cancelled out Marksman so there was no need to use that perk either. Ah another perfect example. I think we can all agree assassin was completely over powered. It basically did everything. It makes sense as immune to UAV, heartbeat, and advanced UAV. But the no red name and immune to emp was a bit drastic. Pro could have been just immune to counter uav and it would have been fine. It basically trumped the red perk category. You'd be a fool to run anything else. QuickDraw was the only contender and that was only if you had it pro. Especially since if you were running an smg it was basically built in.
|
|
|
Post by funcrusher on Jul 12, 2013 23:05:20 GMT -5
I'd also like to see the dash boarding penalties implemented from BO2. Or even get more extreme and bring in penalties for leaving in general. I'm sick of getting two kill MOABS.
Also cut out split screening in multiplayer. Kill one player then walk around the corner to find the split screener already laying on the ground waiting for me. It's multiplayer, not multiscreenplayer.
|
|
pachiderm
True Bro
Chewing some serious leaves
Posts: 647
|
Post by pachiderm on Jul 13, 2013 8:36:04 GMT -5
Make dead silence be DEAD SILENCE. One perk should not cancel out another perk (sitrep). There is absolutely no reason to use dead silence if sitrep is still going to use it. I LOVE sitrep, I wouldn't say do away with the perk, but make dead silence immune to its affects as the perk was intended. I believe SitRep was fully intended to be a counter to 'Dead Silence' from the beginning. That said, it was amusing to hear some Dead Silence users have an issue with their perk being cancelled out whilst using Assassin without issue as Assassin cancelled out Marksman so there was no need to use that perk either. I believe you misunderstand the function of these perks. Dead Silence is a passive stealth perk that is supposed to allow a player to move silently. This is not a perk that needs a counter, as a matter of fact it is a counter. It counters footstep sound. It allows you to move around without being sound-whored around every corner. Which is a perfectly legitimate thing to want to be able to do. I've said this many times, but if everyone can hear everyone, movement is discouraged. Marksman on the other hand is a very powerful perk that allows you to see people from a considerable distance away. This is a perk that needs a counter, since it actively allows you to spot enemy players more easily. Imagine if everyone ran marksman and no one ran assassin. People spotting you across the map constantly could get pretty annoying. [Ah another perfect example. I think we can all agree assassin was completely over powered. It basically did everything. It makes sense as immune to UAV, heartbeat, and advanced UAV. But the no red name and immune to emp was a bit drastic. Pro could have been just immune to counter uav and it would have been fine. It basically trumped the red perk category. You'd be a fool to run anything else. QuickDraw was the only contender and that was only if you had it pro. Especially since if you were running an smg it was basically built in. I will agree that it was the best perk in tier 2 if you were playing public matches, but I will not agree that it was overpowered. It made you immune to many annoying, bullsh it things, and I was happy that it was as powerful as it was.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 13, 2013 9:15:52 GMT -5
I believe you misunderstand the function of these perks. Dead Silence is a passive stealth perk that is supposed to allow a player to move silently. This is not a perk that needs a counter, as a matter of fact it is a counter. It counters footstep sound. It allows you to move around without being sound-whored around every corner. Which is a perfectly legitimate thing to want to be able to do. I've said this many times, but if everyone can hear everyone, movement is discouraged. Marksman on the other hand is a very powerful perk that allows you to see people from a considerable distance away. This is a perk that needs a counter, since it actively allows you to spot enemy players more easily. Imagine if everyone ran marksman and no one ran assassin. People spotting you across the map constantly could get pretty annoying. There are better ways to encourage movement and that is map design and objective placements, rather than stealth perks. Had Dead Silence not allowed you to hear anyone else then it would be a pure stealth class but it was just as much as a soundwhoring perk as SitRep. I personally would be glad to see the back of both Ninja/Dead Silence and SitRep/Awareness, give audible footsteps like in COD4, and then allow players to be silent by crouch walking. Or make very viable alternatives in its tier slot like in BO1 where Ninja had competition from Tactical Mask, Hacker and Marathon. I was soundwhored by Dead Silence users in Search and Destroy in MW3 and I was pretty chuffed in a way that SitRep countered it because it's too easy playing a game where nobody can hear you. I used Dead Silence myself in TDM and when I took it off I had to up my game because I relied on stealth far too much. I have got so many stupid kills in BO2, because of the lack of footstep sounds, that I don't enjoy any of the streaks I go on as I'm not challenged. I am more impressed by racking up kills with a Target Finder LMG with enemy players who keep running into my bullets and I'm laying prone overlooking B flag on Nuketown and just squeezing RT to kill them with wonderful red diamonds to help me. Exactly how much of an increase in distance did Marksman allow players to locate non-Assassin players? At least Marksman users still have to locate players to target, much like the Hollow Points deathstreak, whereas Assassin countered earned stuff like UAVs by merely being equipped. Imagine if Cold Blooded (BO2)/Blind Eye (MW3) made you completely invisible to player targeting systems of player controlled killstreaks and not just have the Target Finder-esque shape around you being removed. It's the same principle and if that existed people will whinge about that because their precious streaks have been weakened forgetting that, you know, the game revolves around killing with a gun.
|
|
|
Post by funcrusher on Jul 13, 2013 9:44:15 GMT -5
The argument is dead silence vs sitrep. I'm assuming you haven't played against anyone using sitrep pro if you're still saying that dead silence is a "counter".
I've died 10 times more to people using sitrep than marksman. 9/10 if someone killed you with marksman it's because they actually saw you, not your red name. The exception to this would be if you were hiding or headglitching.
Perks should counter gameplay, not counter other perks.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 13, 2013 9:59:13 GMT -5
Perks should counter gameplay, not counter other perks. Reminds me of the Juggernaut vs Stopping Power debate.
|
|
pachiderm
True Bro
Chewing some serious leaves
Posts: 647
|
Post by pachiderm on Jul 14, 2013 7:33:34 GMT -5
I believe you misunderstand the function of these perks. Dead Silence is a passive stealth perk that is supposed to allow a player to move silently. This is not a perk that needs a counter, as a matter of fact it is a counter. It counters footstep sound. It allows you to move around without being sound-whored around every corner. Which is a perfectly legitimate thing to want to be able to do. I've said this many times, but if everyone can hear everyone, movement is discouraged. Marksman on the other hand is a very powerful perk that allows you to see people from a considerable distance away. This is a perk that needs a counter, since it actively allows you to spot enemy players more easily. Imagine if everyone ran marksman and no one ran assassin. People spotting you across the map constantly could get pretty annoying. There are better ways to encourage movement and that is map design and objective placements, rather than stealth perks. Had Dead Silence not allowed you to hear anyone else then it would be a pure stealth class but it was just as much as a soundwhoring perk as SitRep. I personally would be glad to see the back of both Ninja/Dead Silence and SitRep/Awareness, give audible footsteps like in COD4, and then allow players to be silent by crouch walking. Or make very viable alternatives in its tier slot like in BO1 where Ninja had competition from Tactical Mask, Hacker and Marathon. I was soundwhored by Dead Silence users in Search and Destroy in MW3 and I was pretty chuffed in a way that SitRep countered it because it's too easy playing a game where nobody can hear you. I used Dead Silence myself in TDM and when I took it off I had to up my game because I relied on stealth far too much. I have got so many stupid kills in BO2, because of the lack of footstep sounds, that I don't enjoy any of the streaks I go on as I'm not challenged. I am more impressed by racking up kills with a Target Finder LMG with enemy players who keep running into my bullets and I'm laying prone overlooking B flag on Nuketown and just squeezing RT to kill them with wonderful red diamonds to help me. Exactly how much of an increase in distance did Marksman allow players to locate non-Assassin players? At least Marksman users still have to locate players to target, much like the Hollow Points deathstreak, whereas Assassin countered earned stuff like UAVs by merely being equipped. Imagine if Cold Blooded (BO2)/Blind Eye (MW3) made you completely invisible to player targeting systems of player controlled killstreaks and not just have the Target Finder-esque shape around you being removed. It's the same principle and if that existed people will whinge about that because their precious streaks have been weakened forgetting that, you know, the game revolves around killing with a gun. No amount of change to map design or objective placement will encourage movement if people can still hear your movements constantly. The concept of having no dead silence perk and still having footstep sound is stupid and results in only 2 effective playstyles, tactical loitering/slow movement, or rushing the fu ck out of the other team. I believe promod uses this concept, and while it is taken very seriously in the promod community, it detracts from the metagame and makes the gameplay significantly less competitive in my opinion. I don't understand how not having audible footsteps makes the game less challenging. Soundwhoring is a crutch, and if anything, it's effective removal should make the game harder for most players who have relied upon it in the past.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 14, 2013 8:17:52 GMT -5
No amount of change to map design or objective placement will encourage movement if people can still hear your movements constantly. The concept of having no dead silence perk and still having footstep sound is stupid and results in only 2 effective playstyles, tactical loitering/slow movement, or rushing the fu ck out of the other team. I believe promod uses this concept, and while it is taken very seriously in the promod community, it detracts from the metagame and makes the gameplay significantly less competitive in my opinion. I don't understand how not having audible footsteps makes the game less challenging. Soundwhoring is a crutch, and if anything, it's effective removal should make the game harder for most players who have relied upon it in the past. Audible footsteps like in COD4 were fine. Having played Counter Strike that had footsteps and I see no problem with that. There are other shooters deal with footsteps just fine. If you need to be silent to play the game then perhaps you need to alter your game? As for audible footsteps being a crutch, you mean like the very strong aim assist that weapons have, minimal recoil SMGs, reducing reload times, stackable scorestreaks and the rest? You even get features that help overcome gunskill, such as reducing hipfire spread and ADS times, reducing flinch when shot, and you can dropshot. Many shooters that require a higher skill to play to even get into, do not have the ability to dropshot. Both Gears and Battlefield do not allow you to dropshot and there are probably others too. You are forced to alter your game style in advance by promoting thought over reflexes. It is just like knifing, a test of reflexes. If the footstep sounds are audible but not on SitRep MW3 level I really don't see the problem. You say it's a crutch but it's using your senses, the same as people preferring a red dot sight over iron sights because they can target enemies more easily. I have an LED gaming monitor and my performance has improved far more using that than with my old TV than SitRep ever did in MW3. Larger maps should help reduce your 'soundwhoring' fears as players will get bored for too long as the small maps in BO2 can reward corner tactical loitering without footsteps because of the narrow Field of View and how fast paced players run around the small maps in. I'm fine without sound in BO2 but I never get any enjoyment from going on stupidly long streaks any more. They can't really hear me. My only issue in the game is that the characters appear to have coprolalia or Tourrette's as they never shut the Foxtrot up. Edit: I recently went 22-1 in 6v6 TDM having joined with 1 minute 30 seconds already gone on Hijacked using the PDW and that death came last. I went unchallenged for a lot of the time due to the map design, lack of audio cues (I think I used a suppressor), fast reloads without needing fast mags and using Scavenger to resupply my pocket LMG. I don't think I'm the type of player who is good enough to do this. But it's not exactly a one-off either.
|
|
pachiderm
True Bro
Chewing some serious leaves
Posts: 647
|
Post by pachiderm on Jul 14, 2013 22:13:31 GMT -5
No amount of change to map design or objective placement will encourage movement if people can still hear your movements constantly. The concept of having no dead silence perk and still having footstep sound is stupid and results in only 2 effective playstyles, tactical loitering/slow movement, or rushing the fu ck out of the other team. I believe promod uses this concept, and while it is taken very seriously in the promod community, it detracts from the metagame and makes the gameplay significantly less competitive in my opinion. I don't understand how not having audible footsteps makes the game less challenging. Soundwhoring is a crutch, and if anything, it's effective removal should make the game harder for most players who have relied upon it in the past. Audible footsteps like in COD4 were fine. Having played Counter Strike that had footsteps and I see no problem with that. There are other shooters deal with footsteps just fine. If you need to be silent to play the game then perhaps you need to alter your game? As for audible footsteps being a crutch, you mean like the very strong aim assist that weapons have, minimal recoil SMGs, reducing reload times, stackable scorestreaks and the rest? You even get features that help overcome gunskill, such as reducing hipfire spread and ADS times, reducing flinch when shot, and you can dropshot. Many shooters that require a higher skill to play to even get into, do not have the ability to dropshot. Both Gears and Battlefield do not allow you to dropshot and there are probably others too. You are forced to alter your game style in advance by promoting thought over reflexes. It is just like knifing, a test of reflexes. If the footstep sounds are audible but not on SitRep MW3 level I really don't see the problem. You say it's a crutch but it's using your senses, the same as people preferring a red dot sight over iron sights because they can target enemies more easily. I have an LED gaming monitor and my performance has improved far more using that than with my old TV than SitRep ever did in MW3. Larger maps should help reduce your 'soundwhoring' fears as players will get bored for too long as the small maps in BO2 can reward corner tactical loitering without footsteps because of the narrow Field of View and how fast paced players run around the small maps in. I'm fine without sound in BO2 but I never get any enjoyment from going on stupidly long streaks any more. They can't really hear me. My only issue in the game is that the characters appear to have coprolalia or Tourrette's as they never shut the Foxtrot up. Edit: I recently went 22-1 in 6v6 TDM having joined with 1 minute 30 seconds already gone on Hijacked using the PDW and that death came last. I went unchallenged for a lot of the time due to the map design, lack of audio cues (I think I used a suppressor), fast reloads without needing fast mags and using Scavenger to resupply my pocket LMG. I don't think I'm the type of player who is good enough to do this. But it's not exactly a one-off either. It sounds like you don't want to play CoD. Ditching dead silence, increasing map size, removing attachments/perks/streak rewards. There are other games to play, and you mentioned some of them. My issue with the removal of the ability to silence your footsteps is that it removes a serious skill gap and completely removes the idea of movement at higher levels of play. It doesn't matter if you're better than someone if they can hear you coming a mile away and lie prone waiting for you. Try playing SnD against a GB team without dead silence, and you'll realize that your movement options are limited to crouchwalking everywhere (which is just stupid in a game that has sprint built in) or remaining stationary head glitching an object. And you better hope you picked the right object to head glitch or else you can have fun getting to the other bomb site in enough time to defuse when you can't sprint.
|
|
|
Post by aidsaidsaids on Jul 15, 2013 6:09:43 GMT -5
The fact that other non-CoD games have footstep sounds doesn't matter. In CoD players move very slowly, guns kill very quickly and with a very low execution requirement. In that environment, the player that knows his opponent is coming will win every time if he doesn't misplay. Once you get to a high enough level of play that you can't count on your opponents misplaying, footstep sounds stifle movement in exactly the way Pach describes. It's not CS where you can get the hipfire headshot on the guy if you're pro (random recoil), it's not Quake/UT/etc where you can feasibly evade fire, it's not Gears/Halo where the killtimes are long enough you can maybe out BR/Hammerburst/etc him if you're better. In CoD, somebody preADS on you, who doesn't miss, will kill you. Period.
That's why something like SRP, however funny it is in pubs, can never never ever be allowed to exist in any kind of competitive environment. Unless you want to play crouch-walk-and-headglitch-coin-toss-snoozefest: the game
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 15, 2013 6:34:43 GMT -5
Audible footsteps like in COD4 were fine. Having played Counter Strike that had footsteps and I see no problem with that. There are other shooters deal with footsteps just fine. If you need to be silent to play the game then perhaps you need to alter your game? As for audible footsteps being a crutch, you mean like the very strong aim assist that weapons have, minimal recoil SMGs, reducing reload times, stackable scorestreaks and the rest? You even get features that help overcome gunskill, such as reducing hipfire spread and ADS times, reducing flinch when shot, and you can dropshot. Many shooters that require a higher skill to play to even get into, do not have the ability to dropshot. Both Gears and Battlefield do not allow you to dropshot and there are probably others too. You are forced to alter your game style in advance by promoting thought over reflexes. It is just like knifing, a test of reflexes. If the footstep sounds are audible but not on SitRep MW3 level I really don't see the problem. You say it's a crutch but it's using your senses, the same as people preferring a red dot sight over iron sights because they can target enemies more easily. I have an LED gaming monitor and my performance has improved far more using that than with my old TV than SitRep ever did in MW3. Larger maps should help reduce your 'soundwhoring' fears as players will get bored for too long as the small maps in BO2 can reward corner tactical loitering without footsteps because of the narrow Field of View and how fast paced players run around the small maps in. I'm fine without sound in BO2 but I never get any enjoyment from going on stupidly long streaks any more. They can't really hear me. My only issue in the game is that the characters appear to have coprolalia or Tourrette's as they never shut the Foxtrot up. Edit: I recently went 22-1 in 6v6 TDM having joined with 1 minute 30 seconds already gone on Hijacked using the PDW and that death came last. I went unchallenged for a lot of the time due to the map design, lack of audio cues (I think I used a suppressor), fast reloads without needing fast mags and using Scavenger to resupply my pocket LMG. I don't think I'm the type of player who is good enough to do this. But it's not exactly a one-off either. It sounds like you don't want to play CoD. Ditching dead silence, increasing map size, removing attachments/perks/streak rewards. There are other games to play, and you mentioned some of them. My issue with the removal of the ability to silence your footsteps is that it removes a serious skill gap and completely removes the idea of movement at higher levels of play. It doesn't matter if you're better than someone if they can hear you coming a mile away and lie prone waiting for you. Try playing SnD against a GB team without dead silence, and you'll realize that your movement options are limited to crouchwalking everywhere (which is just stupid in a game that has sprint built in) or remaining stationary head glitching an object. And you better hope you picked the right object to head glitch or else you can have fun getting to the other bomb site in enough time to defuse when you can't sprint. Just make some perks unavailable for a game mode then or make S&D a silent game mode. That way it prevents Dead Silence from being able to soundwhore too and end that argument straight away. 3arc has done something similar with Sleight of Hand for weapons, so limitations on perks would be nothing new. Outside of S&D I didn't see an issue with SitRep. May be then outside of CTF we'd have unlimited sprint back too as it's not really worth it in its current form across many game modes as it used to be. MW3 was pretty bad for S&D even before SitRep got fixed. I can only remember liking Lockdown for that game mode really. And it looks like I packed in S&D before I came across any trickshotters. You're right, I'm probably getting fed up with COD.
|
|
|
Post by bucket415 on Jul 15, 2013 11:47:03 GMT -5
How about we make the game less about the perks. Perks shouldn't dominate a game. Skill should. Perks should be a bonus. Something to help cater to a preferred play style. Thats it.
The most important items the developers should concentrate on in order:
1. Connection - We need a platform to play on that is as close to lag free as possible and as fair as possible. This means eliminating whatever bullshit system the last 3 COD games had. Where certain players had advantages over other players, because they were actually ahead of (in time) the other player. The match making needs to change back to ping based, so we are playing in rooms of multiple players, if not all players, with similarly low pings(aka 4 bars).
2. Maps - The last 2 COD games had terrible maps. Why the big change from COD4, MW2 and Black Ops? (Which all had great maps). Maps should have a touch of everything. Nice and open with good sight lines, some nice close quarters areas & power positions. Why does every room need 4 ways to get in again? The MW3 & BLOPS2 map makers need to be fired.
3. Guns - Fun to use. Variation with pro's & con's. Higher damage = more recoil, etc. Guns with a purpose. Don't add terrible weapons, just for the illusion of variation.
3. Perks - I believe that COD4 had it about perfect. Sure some perks were useless (Eavesdrop anyone?) But a 2nd tier where you had to choose from SP, Jugg or UAV Jammer is as close to balance as it gets in COD. The game has gotten far too perk wild, adding massive imbalance and basically forcing players to use certain perks, otherwise be at a huge competitive disadvantage. This is the worst way to handle the perk system.
4. Everything else is just fluff.
|
|
wings
True Bro
Posts: 3,776
|
Post by wings on Jul 15, 2013 11:58:08 GMT -5
I never understand the matchmaking in BO2. I get everyone across Europe in lobbies and, depending on how spread out they are and where they are from, it can be pretty bad. I play BO1 and even during the late times of the evening or night I get a high percentage of people in my country and I never feel behind on players or ahead. Surely there will be more available people in my country to choose from in the most recent COD title during peak times than an older one during the night?!
|
|
|
Post by funcrusher on Jul 15, 2013 13:46:19 GMT -5
I'd like to see all support streaks be non-lethal. If you're playing a support style then all of your streaks should correspond. This is mainly a complaint against the stealth being in this support package.
Maybe toy with the advanced UAV perk. It's a pretty high kill streak to be countered so easily by assassin. Maybe make UAV countered by assassin but assassin only counters advanced UAV if you are moving.
No more support osprey drops, make it more like the mw2 emergency airdrop.
Knifing needs to be fixed as well. Knife someone from behind for an instant kill but have head on knifes do maybe 75% damage. I also like the combat knife idea and should bring it to ghosts. Perhaps hit down on the d-pad for a k-bar style knife that is a one stab kill face to face but you can't shoot while its active.
The blops2 version of assists should come into play as well. If you fully damage a player and a teammate one shots him you should get full kill points for it. I can't decide if I liked the point streaks over the kill streaks but the player should at least get credit for the damage they have put into a player. Maybe have those more damage heavy assists you get act like hardline pro. Two heavy damage assists equal a kill.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 15, 2013 14:58:29 GMT -5
I think the perpetual TDM mode is a practical idea if it were a 'practice mode'. There will be a 12-player FFA, no scoreboard, no score limit, no time limit, no XP (maybe a little), no stats, no quit penalty; just pure chaos. In theory this should be more beneficial to the player than fighting bots because of the ramped up number of engagements the players is forced into.
|
|
|
Post by TheHawkNY on Jul 15, 2013 15:37:02 GMT -5
You know what I'd like to see? More weapon DLC. I think they really drop the ball on this. They don't even need to be good guns, that change the competitive balance. Just bring back classic guns. There's certainly room for bringing back an additional classic gun per month. For example, for BO2, they could have brought back:
WAW: One of the semi-auto rifles - give it the Aperture Sight instead of RDS, make it have FAL damage/recoil, perfect for when enemies are spamming EMP grenades One of the sniper rifles - I can't profess to care much about snipers, but hey, another one you can remove the scope from! Thompson, Type 100 - you could probably just plop in as-is Pretty much all of the LMGs, particularly the Type 99 and DP-28 Trench Gun - it's terrible AND it has a bayonet? SOLD!
BO1: G11 - make it just like BO1, only two attachments are Low Power Scope and VZ PM63 - looked sick, and there's room in the game for an SMG with a damage profile similar to the COD4/BO1 Skorp. Or leave it as is. I'd still use it. Uzi - because why not? M60 - big ammo, of course Olympia - why has there been no double barrel for the past two COD games?
Just give us the same number of guns as before at launch, and then bring back classic guns so we don't feel like we're getting robbed.
|
|