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Post by theprocitizen on Mar 24, 2014 12:03:01 GMT -5
Hey, so I hope this isn't in the wrong section. I was thinking that the shotguns in ghost are a bit weak, and that there are also only four of them. (boo!) Anyway, I was thinking that this could be helped by having the next DLC include a shotgun, and I wanted to post up an idea I had for said dlc shotgun, with a statistical breakdown of what it would be like. I would love to hear you guys' opinion and input on this. I did put a fair amount of thought into this, so if you think this would be op or up let me know why, or what you would change. Ok, here goes with the stats.
In the spirit of the current and coming dlc weapons, which have been unique and different I propose a Double Barreled Shotgun:
This shotgun will fire two round bursts (double barreled) with an in burst rate of fire of 360rpm and a 0.225 second burst delay.
Each shot will have 6 pellets for 12 in a burst. It will be low damage but long ranged with 4 pellets to kill up to 9m, 5 to 11m, 6 to 13m, and 7 to 15m. This makes for a lot of pellets to kill, but your range is longer than most other shotguns, and you put out a lot of pellets, at 12 per burst, versus 8 per shot for a normal shotgun.
There will be an 8 shell magazine (12 extended) allowing for 4 or 6 pulls of the trigger, respectively. Shells will be reloaded 2 at a time taking 1.1 seconds per pair, but there will be a 0.15 second starting and ending animation before and after you actually load the shells. You start with 2 and a half full reloads of spare ammo, not including your in weapon magazine. (allows for 14 total pulls of the trigger, and 21 with extended mags)
The hipfire spread will have a minimum of 9 and a maximum of 10.5 (degrees) while the ads spread will tighten significantly to 5 degrees. The ads time will be slower than other shotguns at 0.25s but the ads movement speed will be 85% The exact recoil will be 85 up 55 left 55 right and 45 down with an 800 recenter speed.
A unique attachment will be available, not built in- available, called flechette rounds, which will significantly improve penetration to allow for 1 shot or 1 burst kills through thin/medium cover at short range, assuming enough pellets hit.
There will be a pumping animation between the 2 round bursts to provide a visual aid on timing your shots.
Thats It.
Let me know what you think. Would this be a good addition to the game? Would it be fun to use, pay to win, op or up, or obsolete other shotguns? If there are any factors or stats I didn't include just ask and I'll post them.
Update: I feel terrible, and shouldn't have to do this in an update: You are my bro, bro. I'm new.
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n1gh7
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Post by n1gh7 on Mar 24, 2014 12:36:43 GMT -5
Can we make it like the M1 Garand? Where you have to have to empty the magazine before you can reload? And give it that nice ping sound?
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Post by theprocitizen on Mar 24, 2014 13:27:18 GMT -5
Can we make it like the M1 Garand? Where you have to have to empty the magazine before you can reload? And give it that nice ping sound? Hah, that sounds awesome, but no. Ammo conservation would be utter crap, unless you plan on rushing someone(s) with only 1 or 2 shots available. We can definitely incorporate an epic ping sound though. Speaking of the M1 Garand, what do you think of a super powerful bolt action rifle? Guaranteed one hit kills everywhere, but a super low rate of fire at say 35 or 40rpm, that's literally single fire, you have to load a new bullet with every shot (no magazine!) I think that would be awesome. Like an elephant gun. I don't think IW would go for that one though : (. I think this shotgun is an actual possiblity, or at least, if IW were to make shotty dlc this would be at least considerable.
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Post by TheHawkNY on Mar 24, 2014 16:50:47 GMT -5
This is in the wrong section, it should be under Hey, Guy.
As for the gun you're proposing, it sounds awful. It has only a very slightly longer 4hk range than the Bulldog, with a much slower firerate and less pellets per shot. It would be ineffective compared to the Tac-12 at longer distances, as it would need 7 pellets to kill, which at range is very unlikely given the fact it would shoot 6 at a time. The one nice thing about Ghosts compared to the past few titles is the consistency of the shotguns up close, and making it require 4/6 pellets to kill would make it annoyingly inconsistent. However, because it has a higher ROF than the pump actions, people would still complain when being killed by it. In essence, it would make no one happy.
I'd recommend a more standard double barrel similar to to the double barrels in previous titles. Spread and damage could basically be copied from Tac-12, firerate in the 200-300 range, mag size of 2. It would require a slightly different play style and perk setup than the current shotguns.
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Usagi
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Post by Usagi on Mar 24, 2014 17:54:46 GMT -5
Shotgun/LMG hybrid or GTFO
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Post by LeGitBeeSting on Mar 24, 2014 18:05:15 GMT -5
Belt fed shotgun machine gun.
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Post by kylet357 on Mar 24, 2014 23:27:38 GMT -5
I think this could work if maybe the spread (which you did leave out, surprisingly, unless I somehow missed it) was EXTREMELY low. Like, 3 or 4 degrees. Other than that, I think the fire rate would need to be a bit higher. 500-700 RPM is the range I'd give it. As for the burst delay, I'd say a delay of 0.18 is pretty good. Otherwise, you'll just see the consistency of this thing just go down exponentially at close range if the first shot/burst doesn't kill. Also, to make it even more quirky, give it a headshot multiplier. Just for the lolz. Make it anywhere from a 1.1 to 1.4 multiplier to allow it a three pellet kill up close.
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Post by theprocitizen on Mar 25, 2014 1:25:52 GMT -5
Update
Hey bros, good ideas. First I'd like to note that I think that all shotguns should be buffed, not just a strong dlc weapon, primarily in range, as they already do quite well within their range, but thats for another discussion. (is there a shotgun buff thread anywhere?)
On the gun itself: thehawkny makes a good point, so I bumped up the ranges by 1m everywhere (this is shotguns we're talking about here), which I believe provides for significant range, with just a bit less than a 2m advantage over both the bulldog and mts-255, and a 5 pellet kill a full meter past the point they deal 0 damage. Also it will beat out the FP6 at longer ranges. It will take one more pellet to kill than the tac-12 at all ranges (2 up close) but this is intentional, as I certainly don't want to obsolete it. Along with this 1m buff, I removed the 7 shot kill range as it would then extend 3 meters past the tac12's max. While 7btk is weak, I thought that was unfair, and not really important. This gives it significant but not huge range advantages over the bulldog and mts while dealing less damage but more pellets. (more on that in a bit) It won't pass up the FP6 up close due to that nice 2btk range, but will provide an additional meter of range over the tac12 albeit at a 6 instead of 5 btk. I also see where you are coming from kylet345, but the idea here is that a wide pellet spray, combined with lots of pellets and solid range is that since your next burst takes a while to come, you should definitely be able to get double kills and maybe triples, even on slightly spread out enemies. So while I think I will bump up the rate of fire significantly, i'll keep the slightly lengthy delay, especially with the new, slightly longer range. I did in fact cover the spread, both hip and ads, but in case you missed it I'm putting the updated stats below. I did originally consider a headshot multiplier, but I think it's a bad idea for a weapon designed around not being precise. n1gh7 I will definitely add an epic ping or similar sound. Mousey it was times new roman, and it wouldn't be pay to win at all if we buffed the shotguns a bit O_0 On a seperate note: Usagi and legitbeastin, what do you think of a sniper shotgun? It could fire shells with proximity sensors, and the pellets wouldn't be released until just before hitting the target, but would have a huge spread. Bet you didn't expect a serious response. If you can call that idea serious.
New stats (more has changed than just the above!):
Damage: 4BTK to 10m, 5BTK to 12m, 6BTK to 14m Rate of Fire: In burst- 620rpm (600 at 60fps) Burst delay- 0.220 seconds Magazine Size: 8 shells, 12 extended mags ADS Time: 0.25 seconds, ADS Speed: 85% Headshot Multiplier: 1.0 Reload Time: 1.3s per 2 shells, 0.15s starting and ending animation Start Ammo: 28 stock, 42 extended Max Ammo: 56 stock, 84 extended ADS Spread: 4.75 degrees Hip Spread: 8.75 min, 10.25 max Penetration: Low (AP available) Recoil: 90 up 65 left 50 right and 45 down Recenter Speed: 900 A small but epic ping at the end of each pump signals the next shot is ready.
BTW, there is no minimum magnitude recoil, if you read that thread. Overall, this has become more powerful based on your input, though I did increase the recoil a bit. Not sure about you guys, but other than the burst delay, this is feeling rather OP, but I'm not sure, so let me know. Personally, I think it is strong, but a lack of a 2 hit kill range, a slow burst delay, and lots of pellets to kill at range just hold it back from being way to powerful. Perhaps if the shotguns were to get buffed after this came out, and this one wasn't buffed quite as much as the others (talking primarily range here) it would be just right. That belt fed shotgun lmg looks awesome.
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Post by TheHawkNY on Mar 25, 2014 8:12:56 GMT -5
Update Hey bros, good ideas. First I'd like to note that I think that all shotguns should be buffed, not just a strong dlc weapon, primarily in range, as they already do quite well within their range, but thats for another discussion. (is there a shotgun buff thread anywhere?) On the gun itself: thehawkny makes a good point, so I bumped up the ranges by 1m everywhere (this is shotguns we're talking about here), which I believe provides for significant range, with just a bit less than a 2m advantage over both the bulldog and mts-255, and a 5 pellet kill a full meter past the point they deal 0 damage. Also it will beat out the FP6 at longer ranges. It will take one more pellet to kill than the tac-12 at all ranges (2 up close) but this is intentional, as I certainly don't want to obsolete it. Along with this 1m buff, I removed the 7 shot kill range as it would then extend 3 meters past the tac12's max. While 7btk is weak, I thought that was unfair, and not really important. This gives it significant but not huge range advantages over the bulldog and mts while dealing less damage but more pellets. (more on that in a bit) It won't pass up the FP6 up close due to that nice 2btk range, but will provide an additional meter of range over the tac12 albeit at a 6 instead of 5 btk. I also see where you are coming from kylet345, but the idea here is that a wide pellet spray, combined with lots of pellets and solid range is that since your next burst takes a while to come, you should definitely be able to get double kills and maybe triples, even on slightly spread out enemies. So while I think I will bump up the rate of fire significantly, i'll keep the slightly lengthy delay, especially with the new, slightly longer range. I did in fact cover the spread, both hip and ads, but in case you missed it I'm putting the updated stats below. I did originally consider a headshot multiplier, but I think it's a bad idea for a weapon designed around not being precise. n1gh7 I will definitely add an epic ping or similar sound. Mousey it was times new roman, and it wouldn't be pay to win at all if we buffed the shotguns a bit O_0 On a seperate note: Usagi and legitbeastin, what do you think of a sniper shotgun? It could fire shells with proximity sensors, and the pellets wouldn't be released until just before hitting the target, but would have a huge spread. Bet you didn't expect a serious response. If you can call that idea serious. New stats (more has changed than just the above!): Damage: 4BTK to 10m, 5BTK to 12m, 6BTK to 14m Rate of Fire: In burst- 620rpm (600 at 60fps) Burst delay- 0.220 seconds Magazine Size: 8 shells, 12 extended mags ADS Time: 0.25 seconds, ADS Speed: 85% Headshot Multiplier: 1.0 Reload Time: 1.3s per 2 shells, 0.15s starting and ending animation Start Ammo: 28 stock, 42 extended Max Ammo: 56 stock, 84 extended ADS Spread: 4.75 degrees Hip Spread: 8.75 min, 10.25 max Penetration: Low (AP available) Recoil: 90 up 65 left 50 right and 45 down Recenter Speed: 900 A small but epic ping at the end of each pump signals the next shot is ready. BTW, there is no minimum magnitude recoil, if you read that thread. Overall, this has become more powerful based on your input, though I did increase the recoil a bit. Not sure about you guys, but other than the burst delay, this is feeling rather OP, but I'm not sure, so let me know. Personally, I think it is strong, but a lack of a 2 hit kill range, a slow burst delay, and lots of pellets to kill at range just hold it back from being way to powerful. Perhaps if the shotguns were to get buffed after this came out, and this one wasn't buffed quite as much as the others (talking primarily range here) it would be just right. That belt fed shotgun lmg looks awesome. First of all, the shotguns almost certainly aren't getting buffed, so give up on that dream. Making the delay within the burst 620 RPM essentially just makes it one shot with twice the pellets and a slightly larger, misshapen spread. The lack of a 2hk range doesn't matter, because you now need 3/12 pellets to hit instead of 2/8. The total time between bursts would be 0.41s, meaning you've essentially made it a Tac-12 with more damage at range and close to twice the firerate.
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Post by -3055- on Mar 25, 2014 8:23:06 GMT -5
Double barrel. Just a double barrel. 1100 max RPM. 500-50 damage model, max range is 20% longer than TAC-12.
4 spread ADS, sniper rifle spread hipfire, because fuck yo non-aiming shotguns ^YEAH I'M LOOKING AT YOU^
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Post by TheHawkNY on Mar 25, 2014 8:30:43 GMT -5
Double barrel. Just a double barrel. 1100 max RPM. 500-50 damage model, max range is 20% longer than TAC-12. 4 spread ADS, sniper rifle spread hipfire, because Foxtrot yo non-aiming shotguns ^YEAH I'M LOOKING AT YOU^ I'm still hipfiring. All I need is 1/16, baby!
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n1gh7
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Post by n1gh7 on Mar 25, 2014 11:36:43 GMT -5
Can we make it like the M1 Garand? Where you have to have to empty the magazine before you can reload? And give it that nice ping sound? Hah, that sounds awesome, but no. Ammo conservation would be utter crap, unless you plan on rushing someone(s) with only 1 or 2 shots available. We can definitely incorporate an epic ping sound though. Speaking of the M1 Garand, what do you think of a super powerful bolt action rifle? Guaranteed one hit kills everywhere, but a super low rate of fire at say 35 or 40rpm, that's literally single fire, you have to load a new bullet with every shot (no magazine!) I think that would be awesome. Like an elephant gun. I don't think IW would go for that one though : (. I think this shotgun is an actual possiblity, or at least, if IW were to make shotty dlc this would be at least considerable. Uh yes.
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Post by -3055- on Mar 25, 2014 12:15:54 GMT -5
Double barrel. Just a double barrel. 1100 max RPM. 500-50 damage model, max range is 20% longer than TAC-12. 4 spread ADS, sniper rifle spread hipfire, because Foxtrot yo non-aiming shotguns ^YEAH I'M LOOKING AT YOU^ I'm still hipfiring. All I need is 1/16, baby! Not until you see the range dropoff: | \___ |
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Post by UrbaneVirtuoso on Mar 25, 2014 12:20:04 GMT -5
A Denbro that condemns respectable hipfire spread for shotguns? That's honestly a new one.
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Post by TheHawkNY on Mar 25, 2014 12:26:57 GMT -5
I'm still hipfiring. All I need is 1/16, baby! Not until you see the range dropoff: | \___ | Still better than the MTS.
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Post by -3055- on Mar 25, 2014 14:20:37 GMT -5
But people say the MTS is OP and you know kids don't lie online
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Post by theprocitizen on Mar 25, 2014 14:46:37 GMT -5
it wouldn't be pay to win at all if we buffed the shotguns a bit O_0 Then you're being way too idealistic about this. Shotguns are underpowered because the weapon design keeps in mind a very low skill level across the board. Most any shotgun in the past four games have been straight up bad in the hands of most players, but they're typically pretty well balanced at a very low skill level (easier to close gaps, can be pretty forgiving on poor aim when meatshotting, etc.) To buff shotguns for the sake of an intermediate level, they become overpowered at the lower skill level (which the devs dont want since those players are the most likely to just drop the game when it gets frustrating while the intermediate has a tendency to buy the new cod even when they absolutely abhor the last one). Though, as if arbitrarily a hypothetical weapon DLC (as if its youre dream to pay more money or something) wasn't just silly in its own right, you can't really just ship out what you consider a balanced weapon and expect everything to be fine. You can have a game like starcraft where its balanced for the absolute best of players; games like dota or tf2 or SSBM where its designed with mid-tier players as the main focus, or games like cod where the balance is centered around the lower skilled players. It's perfectly fine, because the better players usually have the intuition to just use things that are objectively better. Not that there's anything wrong with DLC either, but one of the things that make balance threads useless with respect to cod is how the unlock system already creates a serious disconnect in what players are capable of doing, and locking more options behind a paywall (especially when its not going to happen anyway) compounds that further and makes it really hard for me to take you seriously. That and the weapon sucks. Like, you literally took the old striker, doubled the hipspread, and gave it a burst delay. Maybe you should go mod cod4 to test this instead. Well gee thanks. First, I am entirely aware that this will never happen, it's all just hypothetical, and I should have posted it in hey, guy. I also think that DLC should either be free or very cheap, and I certainly don't like spending money (haven't bought any dlc, always buy used) Also, if, amazingly, this was actually added to the game, it would require extensive testing beforehand, just as any update, patch or dlc requires. The point of this thread is to discuss a non-existent weapon with a community that has the understanding to give both critical and constructive responses, and is just for kicks, so lighten up. Also, I would never hack cod 4. I still play cod 4 and enjoy it, as it has the best campaign and some of the best multiplayer in the series, and still has a small community, which is (largely) hacker free. I don't want to ruin that. As for the gun itself it has dead middle of the pack ads spread, with hip spread just high of middle, a low pellet count with very high range and a ridiculously high rof in burst (close to twice the fire cap of striker). And lets face it: shotguns in ghost are weaker than in mw3 so that's not an entirely fair comparison in the first place. Especially since the striker was almost universally used with dmg/ext for 3-5 pellets to kill and an 18 round mag. You say you don't take me seriously and thats fine, but if you want me to take you seriously take more time to back up your accusations, and offer a solution to go with them.
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Post by UrbaneVirtuoso on Mar 25, 2014 14:56:37 GMT -5
The G11 would've been heavenly to use in CoD4.
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Post by theprocitizen on Mar 25, 2014 15:01:03 GMT -5
A Denbro that condemns respectable hipfire spread for shotguns? That's honestly a new one. Not sure if this is at me or not, but I'm addressing it: I'm all for respectable hipfire spread for shotguns, but the idea here is a big blast that sends pellets EveryWhere so that with the burst delay you can still take out 2 guys with one burst, instead of blasting one and getting hosed by the other, with the delay preventing it from becoming op. Basically hipfire should actually be MORE effective versus small groups or when very close, with ads improving your power against a single target at range. Also, I often end up in very close range fights where I fire a shot at a guy who is jumping or sliding past me or something and my spread is too tight, and only one or two pellets clip them, wheras 12 pellets with a large spread should (hopefully) fill up the room and kill said slider/jumper. Perhaps I should add a 3btk range for such senarios, but I digress.
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n1gh7
True Bro
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Post by n1gh7 on Mar 25, 2014 15:01:58 GMT -5
G3 COD4 master race.
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Post by theprocitizen on Mar 25, 2014 15:03:21 GMT -5
Also, I would never hack cod 4. I still play cod 4 and enjoy it, as it has the best campaign and some of the best multiplayer in the series, and still has a small community, which is (largely) hacker free. I don't want to ruin that. it was tongue-in-cheek, but I said mod, not hack. pc version is freely moddable. People used to use that to test out imaginary guns back when anyone gave a shit. Marvel4 actually ported all of the blops 1 weapons to it and made his server crash. Wow, I didn't know that. My bad.
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Post by TheHawkNY on Mar 25, 2014 15:16:04 GMT -5
A Denbro that condemns respectable hipfire spread for shotguns? That's honestly a new one. Not sure if this is at me or not, but I'm addressing it: I'm all for respectable hipfire spread for shotguns, but the idea here is a big blast that sends pellets EveryWhere so that with the burst delay you can still take out 2 guys with one burst, instead of blasting one and getting hosed by the other, with the delay preventing it from becoming op. Basically hipfire should actually be MORE effective versus small groups or when very close, with ads improving your power against a single target at range. Also, I often end up in very close range fights where I fire a shot at a guy who is jumping or sliding past me or something and my spread is too tight, and only one or two pellets clip them, wheras 12 pellets with a large spread should (hopefully) fill up the room and kill said slider/jumper. Perhaps I should add a 3btk range for such senarios, but I digress. I don't even know where to start with this one. If you go up against two enemies, you should probably lose. And while maybe you would see yourself as having tactically chosen the weapon because you anticipate encountering multiple enemies at once, the player on the other end would see you as a completely unskilled player without any aim using the cheapest gun in the game.
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Post by TheHawkNY on Mar 25, 2014 15:46:32 GMT -5
I also think that DLC should either be free or very cheap Why's that?
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Post by thegentleman on Mar 25, 2014 16:02:59 GMT -5
I hate to be that "real life" guy, but honestly shotguns only produce an inch of spread for every 5~7 yards or so. The idea of sending out a cloud of pellets big enough to waste two guys standing several feet apart in an indoor setting just seems retarded to me on an intuitive level.
I'd personally like a Doom 2 style "double barrels at one time" slayer gun that would absolutely, unquestionably be lethal within its effective range. This is not going to happen because people abhor a one-hit kill, which is the reason why snipers are so goddamn non-viable for almost every player that isn't trying to run them as a novelty. Even the slugs in Ghosts are straight-up pathetic. I don't know how they aren't a 2 hit kill MAX, since you're basically getting a 6-shot marksman rifle in the case of the bulldog.
I'd really like a DLC LMG, because there's a chance that the gun won't suck tremendous volumes of butthole. The only niche left in the shotgun category is something full-auto or burst-fire, and historically those guns have been just about the most terrible weapons imaginable.
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Post by TheHawkNY on Mar 25, 2014 16:26:36 GMT -5
I would totally use the Doom 2 style shotgun. 10/10.
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Post by TheHawkNY on Mar 25, 2014 16:27:19 GMT -5
11/10 if they make it actually the Doom 2 shotgun, pixelated animation and all.
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Post by theprocitizen on Mar 25, 2014 16:33:41 GMT -5
I hate to be that "real life" guy, but honestly shotguns only produce an inch of spread for every 5~7 yards or so. The idea of sending out a cloud of pellets big enough to waste two guys standing several feet apart in an indoor setting just seems retarded to me on an intuitive level. I'd personally like a Doom 2 style "double barrels at one time" slayer gun that would absolutely, unquestionably be lethal within its effective range. This is not going to happen because people abhor a one-hit kill, which is the reason why snipers are so gosh darn golly gee whiz non-viable for almost every player that isn't trying to run them as a novelty. Even the slugs in Ghosts are straight-up pathetic. I don't know how they aren't a 2 hit kill MAX, since you're basically getting a 6-shot marksman rifle in the case of the bulldog. I'd really like a DLC LMG, because there's a chance that the gun won't suck tremendous volumes of butthole. The only niche left in the shotgun category is something full-auto or burst-fire, and historically those guns have been just about the most terrible weapons imaginable. I totally agree, but shotguns in cod are not realistic so screw that. The pellets friggin disappear after a few meters, so I'm not concerned with real life here. If it were something like arma 3 I would try harder, but it's not. I never played doom unfortunately, but I'm guessing the doom 2 double barrel is a lot like the quake II one, which was awesome. An LMG would be great, and I am definitely tired of all AR's.
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Post by theprocitizen on Mar 25, 2014 16:35:40 GMT -5
11/10 if they make it actually the Doom 2 shotgun, pixelated animation and all. They should definitely bring back giblets, that would be awesome. Just sayin.
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Deleted
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Post by Deleted on Mar 25, 2014 17:06:23 GMT -5
Then you're being way too idealistic about this. Shotguns are underpowered because the weapon design keeps in mind a very low skill level across the board. Most any shotgun in the past four games have been straight up bad in the hands of most players, but they're typically pretty well balanced at a very low skill level (easier to close gaps, can be pretty forgiving on poor aim when meatshotting, etc.) To buff shotguns for the sake of an intermediate level, they become overpowered at the lower skill level (which the devs dont want since those players are the most likely to just drop the game when it gets frustrating while the intermediate has a tendency to buy the new cod even when they absolutely abhor the last one). How does one balance a shotgun's damage/range/accuracy/mobility values to satisfy every level of play? They don't; they just don't. Why not buff something that has nothing to do with the combat effectiveness of the weapon? What if certain shotguns offered more points to a player's killstreak like in CS, or give secondary weapons more power at longer ranges to compliment a close-range build? This is probably just as idealistic but the solution (if ever attempted) is clearly not "make the shotguns more powerful". I mean this is a franchise that finds success in putting little emphasis on a high skill gap, or interesting mechanics, or interesting weapon variety, or mechanical depth.
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Post by Deleted on Mar 25, 2014 17:17:52 GMT -5
Here's another answer. I say this because there's literally a sh*t-ton of answers and the devs would mash their hands into their faces at our attempts to "fix CoD", much like everyone else's answer.
I find it feasible that Call of Duty should put in power weapons to use over normal weapons. You use your knife and pistol to get a few kills, but when your streak starts it's very unlikely to end.
AA12 TWENTY-round drum mag, 300 RPM, Marvel4-shotgun range... but you can only pull it out after getting an X number point streak; say 3 or 4. We can make it 1 or 20, and it'll still be viable. How viable we want to make it is whoever's call.
Barrett 50-Cal. 10 rounds, ungodly recoil bringing the effective fire rate to ~90 RPM, AR hipfire spread, less idle sway, OSK anywhere. ADS .50 sec, unlocked after 6 points in a row. Oh god what has science done.
Something something Assault Rifles and SMGs are boring and have been done to death. Something something Death Machine/War Machine/Crossbow/Chain SAW step in right direction.
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