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My Concluded Ideas and Suggestions

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Hello there, welcome to a very very long thread (not like Ghamorra's) about Call of Duty: Ghosts multiplayer, dicussing the ideas, suggestion and all other things about the next game by Infinity Ward.

I want to say up front that some of my ideas are inspired/taken from other threads and people who post them, so don't be affended if you think i "stole" your idea, on the contrary, be glad that I agree with you and that I just thought the idea is good so I included it. And remeber, it's just a wishlist full of ideas and description of how I want the game to be and how it should be designed, and I'm sure that most if not all of the suggestions that are to be written in this thread would probably not be implemnted into the game.

 

1) Maps

2) Weapons

3) Equipment

4) Mechanics

5) Streaks

6) Black-List

7) Gamemodes

8) Perks & Create a Class


 

 

1) Maps

 

The maps are one of the biggest factors in the franchise in term of how well and fun the game plays out. Look at CoD 4, WaW, MW2 and Black Ops. Most of the maps in these titles were solid and really fun, while only a small precent of them were poorly designed. MW3 and Black Ops 2 introduced us to the cluttered and hectic CQB maps while only a few of the maps were actually good.

 

A) Maps should be bigger than they were in the last two titles. Less hectic CQB with no room to breath and less tight corridors means less spawn trapping and bad spawns, more room to move around and to explore and have a chance to relax a bit and not be in the danger zone 24/7. Everything should be larger, mapswise. Overall size, rooms, corridors, everything. If you have bigger maps, you actually get time to think, you don't get spawntrapped and people don't spawn around the corner or behind you. I mean, look at Nuketown, Hijacked, Express. No room to think, nor breath and a spawntrap fest.

 

B) Symmetrical map design is also a problem. Most of the maps are squared-thought, meaning they usually have the 3-lane design and are symmetrical, while the B flag being the symmetrical point and in the middle lane, and the other two lanes are for flanking and provide an alternative rather than going right through the fire in the choke point. This shouldn't be the design for most of the maps if not all of the. What is wrong with the B flag being in the side of the map while you have 3 more lanes and another underground path? and what is wrong with the C flag and the routes leading towards it being different from the A flag and the routes leading toward that flag? It adds more spice to the game. It doesn't have to look the same and play the same, and it shouldn't! Maps need to be varied and different much like the entire game itself. each maps should be differnet from the maps in the title itself anf the other maps in the franchise, which brings me to C.

 

C) No more recycled maps. I am sick of seeing the developers using the same old maps and implimenting them into the game over and over again from previous titles. Please, I know it is hard to design a game and develop it in only one year (Yea, Activision, I'm looking at you!) but if you can design about 12 maps in one year and another 3 maps for each DLC, why can't you make all of the maps new and fresh instead of giving us the same old map, in which the playstyle is the same old playstyle and the map control is the same old map cotnrol?

 

D) For all of the people worrying abot larger maps being slow paced and that you will run around for hours looking for one bastard to kill just to find out they were lurking in a dark corner ADSing that other corner you just ran through, DON'T. It will do the exact opposite. Think of it this way. Less room and place to go and run around in, less place to take your time and not be in the crossfire 24/7, therfore you need to hide sometimes and you don't have much space to run and escape, so the last resort is that one corner behind the stairs. Simple as that. You can't expect people not to go into a corner when they have no palce to escape to and run away. I'm not saying that they should be there, head glitching or anything, but I do understand the reason and logic behind it. Can't put all of the balme upon the players and you can't put all of the blame for the developers, there are always going to be corner campes, but small-hactic maps incourage camping even more, as you don't have time to react.

 

E) With bigger, better designed maps without only three routes, spawn trapping will be less of an issue and the objectives will actually be played to win and not to keep the enemies spawning into your head-glitched line of sight.

 

F) And for the love of god, no more 500 meters tall buildings that use for no purpose but disturbing air support and Streaks illogically. I've had enough of that back in MW3 and some of it in Black Ops 2.

 

G) Hirght factor needs a comeback. In MW3 and Black Ops 2, most of the maps are one-story, maybe 2 story maps, but they generally don't have a hieght factor. Remember MW2? You could have gotten to 3rd stories, climb ontop of rooves, buildings. The thing about the hieght factor is that it makes more room to play and also adds to the feeling of a larger map that isn't so clustered. I mean, look at Favela. CQB most of the time. You could have climbed on almost every building and there were many reachable stories. Without it, the map would have been clustered like hell, but now with it, it is much more open and speaced.

 

H) Maps Wishlist

 

Prison

Size: medium-large

A prison map. Outlined by the prison borders, Prison has 2, easily countered sniper towers in the opposite corners of the map, the yard, and the cells room. Domination flags are in a straight line, the A and C flags being in the opposite corners of the map, near each sniper tower and the B flag is located in the cells room.

Wild West

Size: medium-small

Set in a typical wild west town, there are 8 buildings, 4 on each side of the road, while the road being in the middle of the map. there is the sherif's house, a remand building, a bar and a couple of regular houses. Most of the buildings have second stories for players to climb up there, but the balconies are very vulnerable and only have a minor protection of a wodden rail. In the middle of the map, where the road is, there are 2 carriages, near the B flag, blocking the view to it, while leaving a tiny line of sight to the other end of the map from each side of it. The A flag is located behind the sherif's place and the C flag behind the bar, making the flags shape as a straight line. There is a water tower in the corner of the map, making a good power-position for snipers.

 

Playground

Size: large

The regular playground slides, buildings and obstacles, while in the middle, overwatching the B flag, there is a climbabale structure that maks for a power position, but the only cover is a wodden rail bordering the edges of the strucutre. A lttile swimming pool is located in the side of the map, where the A flag is,very opened and surrounded by a metal fence. The simming pool is empty, and the A flag is in the middle of the empty swimming pool. On the other side of the map, there is a fast-food dinner, where the C flag is. Player can go up to the rooftop of the dinner and watch some of the zone near the C flag. A truck is in the middle of the lane between the C and B flag, and a house is on the other side between the A and B flag.

Mine

Size: large

Set in a big mining area, there is a mine underground, having an entrance at the A and C flag, each flag located in the other side of the map, and the B flag being the 3rd vertex of the flags triangle is set underground, while there is a hole just aboe it and players can jump into the mine. Above the surface there are some mining vehicles, such as bulldozer, a trucktor, a truck etc. some of the vehicles are climbable. In addition, there are piles of dug-up dirt, making good cover as well. Underground, there are some explosive barrels, lamps and light fixtures. there are also some tiny holes from the surface, making the sunlight come in. The mine makes a good flanking and CQB road, while the upper field is more medium-long range.

Bunker

Size: medium

Set in a distant desert, a bunker is located in the middle of the map, the B flag on top of the bunker. The bunker is wide open, has no roof or covering and has a couple of Turrets, in each side of the bunker. The bunker has four underground entrances and exists, from each side of it. In the bunker, all of the battles are close quarters. The A and C flag are in a straight line wit the B flag, and they have little. On the left side of the map, there is a tank in the lane, blocking some of the view. On the right side, there are 2 off-road viehcles. Note that each turret is overwatching each lane, but not the A and C flags. Both the A and C flags are covered by sand-sacks.



 

2) Weapons

 

Much like maps, weapons are also a great factor when it comes to gameplay, variety, length and replay value of the game. At some point it becomes repetative and annoying to use the same old guns, much like it is boring to play the same old recycled maps. More weapons = More variety = More guns to try, shoot and expreience = more fun!

 

A) Assault Rifles need to return to being the dominante class. Back in MW2, you almost always couldn't go wrong with chosing an Assault Rifle. They were strong overall and usable and had their place (EVEN the F2000). But when MW3 came, i felt like there were some flaws, and in BO2 some of the ARs are just plane useless. Assault Rifles should be overall strong, they should have some of the SMGs pros and some of the LMGs pros, but not all of them, while the cons should also be present. I think that the Assault Rifles should have the base movement speed of AT MOST 90%. While they are not 40kg weight, they are not toy guns. They do have some wight in them. ARs should be suited for mid-range combats.

 

B) SMGs are way to powerfull in terms of handling. I'm not talking about the damage, nor the rate of fire (at most parts) but the abillity to run like a mad man while spraying from the hip and killing enemies without even aiming while they are 50 meters away from you is just redicioules. SMGs don't weight 0.1 kg and they whould be hard to handle when it comes to long range fighting. So, i suggest that the avarage movement speed will be 94%. Also, I think that the hip-fire should not only increase the crosshairs when firing, but also have some hip-fire kick, meaning that you crossharis actually move up, down and sideways and not just get bigger. Furthermore, I don't like the idea of SMGs with the magazine size of Russia. But, I do get that some modern/futureistic weapons are and shuold be an SMG with a big magazine, the tradeoffs should be bigger, meaning larger hip-fire spread than the SMGs with smaller magazins, and a bit more recoil, less range, shave off some of the pros in most of the aspects.

 

C) LMGs should be rethought of. While I am aware of the dact that Call of Duty is a fast paced arcade shooter, being resonable and having some logic in the game can't hurt. LMGs are not run 'n' gun weapons. They are designed for holdinf objectives, choke points and areas while fighting mostly in long ranges, but can do well as well in CQB when being played right. LMGs are heavy, and should have recoil. The bastards shouldn't be that easily handeled, yet should have their niche. So, IMO LMGs should have the movement speed of 80% AT MOST. The recoil on LMGs should increase but the damage profile needs to be changed. MW2 had it right where LMGs' damage doesn't drop off, meaning you do the same damage to the target 7 meters far from you as you do 50 meters long. So, LMGs should NEVER be more than a 3 shot kill weapons and those which do kill in 3 shots should have a 2 shot kill which is longer than an avarage water-gun. I know i kind of contredicted myself now, but MOST of the LMGs should be a 2-shot in any range and those which are a 3 shot should have a range of 2 shot when the raget is close. LMGs are suppresive fire weapons ment for holding choke points and dealing with multiple enemies in one engagment while you have the upper hand position wise. And no, camping isn't playing the objective and defending it right, camping is sitting in a dark corner ADSing one cluttered hallway/door/corner waiting for one enemy to wonder around while you wait form them by doing absoulutly nothing. No the difference between a player defending, and a player camping.

 

D) Shotguns are a bit tricky. In my opinion, MW2 shotguns were good in term of damage and range, but the fact that they were secondaries was a joke. Shotguns are niche weapons. They excell in close quarteres battles but they are as good as a pink string when it comes to long range fighting. The reason people complain about the 870 or anything like that in either BO2 or MW3 is because of the maps. Like I have mentioned before, with larger maps with more open space and less tight and cluttered engagments, shotguns will return to being niche weapons and not an all purpose weapon. I do feel that shotguns can have the mobility speed of 95% speed at most and I won't complain if 95% speed will be their mobility. I do feel that with the range profiency back in MW3, shotguns like the Model 1887, Spas-12 and Usas-12 could reach to far. Long barrel in Black Ops 2 is better IMO, and the silenecr I think is also designed better when attached to a shotgun in Black Ops 2 as well. Aiming down sights with a shotgun should not improve the spread drastically like in Black Ops 2, but firing from the hip should always be less acurate than while ADSing, even with Laser Sight/Steady Aim equip.

 

E) Secondaries shouldn't be as good as primaries. Simple as that. A pistol shouldn't be able to outrange any kind of SMG nor AR. Non-auto pistols (Kap-40, B23R, MP9, FMG9, etc.) shouldn't not be implemented into the game. They are always OP and ublananced and some of them are just better than some of the SMGs. Only semi-auto pistols are welcome as secondaries. The pistols niche is the quick switch time and their ability to kill decently in close quarters. While they shouldn't have much recoil, they still do need to kick and muzzle flash. Akimbo is welcome, IMO, but its mechanics need to change, which i shall talk about the akimbo feature in the mechanics section. Pistols can have the movement speed of 99%. I think it is fair to have a 1% reduction in speed when wielding one little gun. On the other hand, Launchers should impare your movement to about 80% and their switch time and handling overall should be quite slow. You shouldn't be able to run around jumping and manouvering while firing an rpg and reloading it in 2 seconds. Just doesn't seem right. About speical seconadries, I am a fan of the goofy and creative weapons such as the Crossbow and the Ballistic knife, although I do think that the Ballistic Knife could be used as a primary, It doesn't really matter to me because it's good the way it is and knifers usualy don't wield another weapon.

 

F) i think that there should be another weapon category in the primaries, and it should be Battle Rifles. As I mentioned earlier, more variety=more fun and adds to the aging value of the game with it getting old not after a month. So, I think that the Battle Rifles should be seperated from the Assault Rifles class. It would be nice to see a change since CoD 4 in terms of weapons class and classifications. Battle Rifles should be some sort of combination between ARs and Snipers. They should have their maximum effectiveness at that medium-long range. Longer than ARs, shorter than snipers. Their effective range should be greater than ARs, pene

 

G) Oh yes, finally, the moment you've all being waiting for. The number one argued, most contreversial weapon amongst the entire franchise, Sniper Rifles. Oh yes, it's time to dive into that deep, dark hole. Much like shotguns, snipers are niche weapons. Anyone disagrees with me so far? But as opposed to shotguns, the niche of sniper rifles is at the longe range. Isn't that why they are called "SNIPER-rifles" and not "one-hit-kill-one-man-army-aim-assisted-close-quarters-combat-weapon-gun-thing- killing-rifle"!??!? With the bigger maps, there is actually a place for snipers and their long range niche. The small maps and the hectic combats made quickscoping almost the only way to play this game while wielding a sniper. It sohuldn't happen. Again, blame both the developers and the community. It seems that as the time passes more and more people quickscope. It is wrong to have that kind of feature in the game. So, to make things right, make sniper rifles like they were in BO1 pre-patched and change the handling: Sniper rifles are HEAVY. I can't stress that enough as much as they are exclusive long-range support weapons. Movement speed at most should be 80%, and I do tend to wanting them to be somewhat slower, maybe 75% at most. As long as you ADS with the sniper, the more the sway is reduced. If you are crouched, your sway and handling are somewhat better, and when proned, even more. Recoil should be proven, and they do need to kick. IMO all Snipers should be bolt-action except from one or two, being semi-auto with low damage and moderate recoil, reasonable fire rate and a small magazine to prevent spamming. I am sick of being spammed by an XPR or a Barret from up close just because they have a huge mag and an insane rate of fire, which oncourages spamming. Other mechanics will be discussed in the continuation. Oh, and one more thing. Players should be able to choose the default scope without having to sacrafice an attachment/1 point of the pick 10 system for a scope/iron sights. Meaning, that when a player unlocks the ACOG sight for a sniper, they may choose between wielding the defualt scope or the ACOG scope, with it not counting as an attachement. Same goes for the Iron Sights.

 

H) Fun weapons are fun. Anyone disliked iron-sights sniping back in World at War? Nope, because it is fun as hell. I want to see Ghosts bring back some snipers with good iron sights, not like the ballista's. And yes, equipping the irons will make a sniper rifle easier to handle, but still not the ultimate CQB killing machine it is nowadays in CoD.

Another feature I would like to see; select fire on a shotgun, and I mean a built-in one. The spas-12 in real life has the feature of switching between semo-auto mode and pump-action mode. This sounds cool as ****. But, to ad vareity to the game instead of bringinf the same old guns, just put the Benelli M3 or any other type of shotgun with select fire built in (I'm not American so I don't know much about guns). Riot/Assault Shields are also fun. I like the shield better in Black Ops 2, although I do think that it needs a speed reduction. IW, if you are reading this, please, be creative and don't be afraid to expiriment. Nothing is worng with trying out new things and adding new features, strating from scrath or doing something comletly goofy and unexpected. The ball is in your hands. Also, I know people are going to hate, but I want to see a comeback of akimbo shotguns. WAIT WAIT! before you close this window and never see it again, let me explain. Akimbo needs to be balanced and changed. Meaning that if the shotguns were to be, lets say 1887 twins, than the hip-fire spread should be larger, and the abillity to cock/pump action your weapon and reload it should be twice as slow. You can't reload two single-fed shotguns simultainously while having only tow hands, and nserting each shell each 0.60 seconds. Double-barreled shotguns like the Rangers need to have the same draawbacks as the lever-action twins, meaning that the reload time should be twice as slow, at least. hip-fre spread could become larger, but I do think that with the range they had, they wwren't as OP as some people claim them to be, as primaries (as secondaries they are OP). Dual shotguns are fun and cool and i'd love to see them return, with some changes and tweeks.

 

I) No weapons duplicate. MSR and L118A are the same. No useless weapons (*cough* Dragonuv *cough*). There should be some reason and logic behind any gun.

 

J) More Guns. I wuold like to see AT LEAST 10 Assault Rifles, 8 SMGs, 7 LMGs, 6 Snipers, and remember Subsection I right above this. No duplicates.

 

 

3) Equipment

 

A) Some changes I think should happen with the equipment in CoD. First of all, NO MORE REPLANISHING EXPLOSIVES VIA SCAVANGER! please enough. Stop the spam. STOP IT! Secondly, flash and stuns are too powerful, IMO. They need to be as effective as 70% of how they are AT MOST as in BO2. They win too many gunfights, and copuled with Fast Hands, it's a blind festival. C4 is too easy to handle. First, you should be able  to through it much less further as you can in Black Ops 2. Secondly, I think that the quick detonation via double tapping the reload button quickly sohuld be gone as well. It just doesn't seem right. Tac insertions need to go away, everybody hates them, they've done their job already and we need them no more. They are too abused.

No motion sensor or portable radar of any kind. please, i beg you.

 

B) Another thing is the Throwing Knife/Tomahawk/Combat Axe. I watched a video of Jahova'switniss on Youtube saying that there will be some sort of Thrwoing, but it looked like a palm knife iwth 2 hald-holes on the side of it. It reminds me of the Kunai in Borderlands 2 when using Zero. It seems legitemate and I do hope that there will be a Throwing Knife variant in CoD: Ghosts. They are extremly enoyable and rewarding and really fun. I would persoanly like to see a Shuriken, like ninjas do, but a "Kunai" is good as well.

 

C) Less equipment. Less is More. KISS - Keep It Simple Stupid. I can't stres that enough. Less scorestreaks, equipment, attachments (except weapons, the more the marrier). We don't need 20 differenet types of equipment. EMP, Flash, Stun, Smoke Grenades, Trophy System. That's it. Lethel wise, C4, Claymore, Betty, Semtex, Frag and Throwing Knife/Tomahawk/Combat Axe is a good setup. No more than what we have now.

 

 

4) Mechanics

 

A) Wielding a knife should nor grant you faster speed to excced the base movement speed of 100%, but wieldgin a knife and a knife only doesn't reduce the movement speed at all, keeping it at 100%.

 

B) While being shot, your overall abillites should be reduced. Movement speed should be reduced while the higher the cailber the bigger the penalty. Snipers and LMGs should impare movement the best. While being shot, a players lunge should have very little range. Flinch should be 360* and not just up and down. The flich headshots don't make any sense. Being shot while scoped should knock off the scope a little bit and while scoping in being shot reduces ADS time. Even when you have some sort of perk to reduce flinch, you should still flinch.

 

C) Reload cancels are illogical. Why? I can understand it on shotguns likt the spas-12 and the 870 where you actually put each round singularly, but LMGs? why? the belt isn't on the gun and the bullets are already counted. You shouldn't be able to cancel you reload in the middle of the animation while the bullets are already ready to be fired off. You must go through the entire animation process incloding the chambering and rechambaring processs. As soon as the animation is done, so are the bullets ready for use. If a player stops a reload in the middle of it, than the reload should be continued from the same point it was stopped. Furthermore, when a player reloads, they animation should be that the magazine doesn't drop off the weapon first, but the player draws the magazine first and then take out the magazine in the weapon. It makes more sense to shoot a weapon with a magazine instead of canceling a reload and shoot the gun when there is no magazine in it.

 

D) If a wall could be penetrated, then so does a computer and a trash can should.

 

E) The Melee system needs to be overhauled. You shouldn't be able to knife if you didn't pull out your knife. Simple as that and.... poof! no more panic knifing! hurray! In addition, recovering form a lunge should take a bit longer. The combat knife knifes at a redicioules speed. It's a knife, not a Lightsaber. Thridly, the lunge shouldn't be bery long. Lunges should be at arms reach, maybe a bit more ( I don't know how it is translated into the games range and dimensions, but it sounds about right.) Switching to a knife should take a bit more than to a regualr AR, since it is not ready for switching as easily.

Another thing about knifing is the slashs, stabds and executions. If you knife someone from behind them, the execution is immidate and it should make the victim silent and not shout death cry. Stabbing has more range than slashing, but the recovary is longer than both Slashs and Executions. Slashs have the least amount of range and they make players able to hear the knifing and the victom's final shout. It is faster than a Stab, not faster than an Execution, and has to be aimed more than a stab.

An altrenative or just another melee idea is to smash you gun upon the enemy. This will deal 25% damage upfront and 50% from behind. While there might be some panic in it, this feature should have very little range and will make as an alternative for a meele attack once you ran dry.

 

F) Sound Engine needs a change. And a major one. Stealth Chooper sounds like, well, you know what. Guns sound a bit off, and the ability to hear footsteps should return, via a Perk or without, but needs to be different from the previous titles.

F1) Make the Streaks sound good. Remember MW2 sound engine? It was amazing, at most part and the streaks sounded intimedating. Now they sound like water guns and a guy in the bathroom.

F2) Weapons need to sound a bit more realistic, but it isn't that much of an issue, they are quite good. There is some place for improvements, however.

F3) Players don't have the feet of a predator. If they jump, walk and run, they make noise. If they fire a gun, it should make a sound (even silenced). Humans breath. If a player has ran for a long time, than they should make breathing sounds. Not like an elepehant that is giving birth, and the footsteps should be like a mammoth just fell from the sky, but there should be sound, wwther a Perk helps you to hear it or not. So, if you are walking, and there is absolute silence, no one is firing any gun, nobody is running, just you walking slowly, than you should be able to hear some running. Remember, either have a perk that makes you able to hear, or not, but you should be able to hear in both cases. But, if someone is runing on a wodden floor, 5 feet behind you, and you fire your unsilenced gun, you should not be able to hear them. It has some logic, doesn't it? Even usuppresed guns should disturb your ears. In a dead silence you should be able to hear them. Every other sound iterrupts the ears and makes the footsteps/breath much harder to listen, hear and notice. I remember back in MW3, you could have spammed you 20 round of the .50 cal or spam an unsilenced LMG with rapid fire and still be able to hear a player jumping 20 feet away from you.

 

G) Muzzle flash should return. Black Ops 2 has almost no muzzle flash on some weapons. This feature should return, it will discourage players from spamming their LMGs all over the place and their 60 bullets SMGs.

 

H) Akimbo weapons need a fix. Akimbo weapons need no have their reload time slowed by twice, at least, and the movement imparing should be doubled. With that being said, as I suggested that pistols will have the 99% of the base movement speed, akimbo pistols should be 98% movement speed. Dual-shotguns with lever/pump action, like I have mentiond, should be cocked twice as slow in each hand, reload twice as slow at least, and move at 90% of the bast speed, as the movement speed while wielding only one shotgun is 95%. Movement, reloads and cocking should have the penatly of 2X, while hip-fire spread should be modified for each gun. DO NOT being back non-semi-auto pistols, and if you do, please don't put akimbo on them. PLEASE!!

 

I) Spawn-protection needs some changes. While i do get the idea of people hating being killed rigtht off their spawn by  Streak over and over again, I do think that player shouldn't be protected from a Predator missile being called on their head. I know it makes the game less gun-on-gun and can be annoying, but if you do get the desired streak (right below will explain my new desired streaks system, you will get it) it is more annoying not being able to anyone because they are all spawn protected and can't be killed. But, I do believe that there should be a Perk that grants you spawn protection, but this is for the Perks topic, which is a long way scrolling down this long threa. Hang on, you can do this, you can read it.

 

5) Streaks

 

Black Ops 2 has some good and bad features when it comes to streaks. The Scorestreak system is better than the Killstreak system. Period. I'm tallking about the fact that you get rewraded for doing stuff other than slay enemies. Playing the objective, destroying equipment and other Streaks, assisting a kill. All of this is worthwhile much more now with the Scorestreak system and it should stay that way. But, I do think that sone things should change:

1. Less Scorestreaks - We don't need 23. 15 is more than enough.

2. if you got a UAV and didn't call it and than got another UAV, your precious UAV shouldn't disappear.

3. IMO Scorestreaks you have called after you have died should not give you bonus scores towards your streak.

4. TDM and FFA should award 150 points for every kill, instead of 100.

5. No insanly strong Streaks (Swarm, Loadstar), they are too powerful and make no sene, if at the cost of 1700 score. I don't like the fact that a player can get 20 kills just by using a streak that by itself doesn't take skill nor aim (as opposed to, lets say the AC-130 which takes aim and knowledge and skill, Loadstar doesn't).

 

A) Spending Assault-Scorestreak package. That is an alernative for the regualr pick-3 Scorestreak Assault system. Bascially, you don't pick your Scorestreak. What you actually do is spend your Score when you get it. Let me explain. Lets say a Counter-UAv is 500 points. you captured the C flag, +50 points, captured the B flag, +200 points and killed 5 enemies, +50 points for each kill, +250 overall. you have 500 points. You are now able to call in your Counter-UAV. But, if you do call it in, you now have 0 points left. Don't forget that you do get the Counter-UAV assists you don't get bummed that you didn't pick a Streak before the match, and it will prevent the redicioules Streak spam and will make the game more fun. Streaks should be hard to get.

 

B) With the Spend-points Assault package, recycling streaks wouldn't much of an issue, as you can get many of the same streak in the same life without even the need/ability to call in another. You can spend all of your points calling in only airstrikes. But, lets say you dot your AC-130, which costs the most, at 1600 points. Your score earned via the streak's kills should not award you with extra points to spend. That's the trade off for the big streaks. They are powerful, take skill and may grant you many kills/score overall, but do not award with spending points.


 

C) The Specialist Strike Package. My god, if IW don't include the Specialist package, they officaliy missed MW3's best feature. Treyarch didn't implement that in the game, they lost some of my faith in them. Becoming the One Man Army super-soldier, having all of the Perks and Proficencies is just amazing and it is not overpowered. MW3 had the Specialist system FLAWLESS! Being it back, BRING IT BACK.

Since I hope the Scorestreak system will be in the game, there should be some tweeks, because I think that TDm and FFA should award you with 150 points.

200 Points = +1 Perk

400 Points = +1 Perk

600 Points = +1 perk

950 Points = Specialist Bonus Achieved.

 

D) We need to grow up. Either make the UAV gone, increase the cost or make it that it is only visable to you. Although the Spend-Assault-Package-System could reduce the UAV spam, I do think that we need to grow up and move on, but I will inlcude the UAV in the suggested streaks, just because it is 99.9% likely to stay in the game.

 

E) Wishlist

 

UAV - 400 points

Shows enemy's location on YOUR minimap.

 

Counter-UAV - 550 points

Jamms enemy radar.

 

Recon Drone - 650 points

Control a Recon Drone, tagging enemies to the team's radar, showing their location on the minimap. Jam enemy radar in range of the Drone.

 

Advanced UAV - 675 points

Call in a UAV that shows enemy location on all of the team's radar. Has more health than the regualr UAV.

 

Airstrike - 750 points

Call in an aerial assault strike via orange smoke grenade.

 

Sentry Gun - 800 points

Place an automatic controlable thermal-based Sentry Gun with a limited field of view.

 

K9 Overwatch - 900 points

Be escorted by a deadly dog, with fast movement speed and reflexes, having C4 taped on it. When the dog dies, the C4 explodes. Can remotly detonate the C4 on the dog.

 

Stealth Bomber - 1050 poitns.

Call in a powerful airstrike that doesn't show up on the enemies rader.

 

Blackbird - 1150 points

Call in an advanced sattelite the shows and tracks enemy location. Cannot be shot down.

 

EMP - 1250 points

Disable enemy electronics.

 

K9 Unit - 1500 points

Call in a deadly attack dogs unit.

 

AC-130 - 1500 points

Wreak havoc with a the AC-130, firing three types of projectiles.


Notice that there is no Care Package. That is because we need get over the idea of being lucky which makes you win the game just by getting 5 kills. It has no point.  Oh, and destroying equipment should grant no more than 25 points, at most.



6) Black List

 

Let me explain. This is the time, again, like before every realese of a CoD game, to learn from the mistakes the have been made in previous titles. So, these are all of the features that should not be included in this game.

 

A) Support Streaks - MW3 was infested with support streaks spam. And i'm not talking only about the annnoying EMPs and Stalth Bombers, I'm talking about the UAV, Advanved-UAV, Recon Drone, Counter-UAV etc. as well. They were to easy to get, overpowered, cheap and ruined the game.

 

B) Deathstreaks - No need to explain. Do not reward players for dying. Copycat and Copycat ONLY has a place in this game, Revenge, Hollow Points and even Juiced shouldn't be implemented.

 

C) I have said it already, no more OP weapons like the recoilless MP7 and ACR from MW2&3. Please, guns should have some recoil, and shouldn't be able to snipe with an SMG or akimbo pistols/machine pistols. No more automatic/burst-fire secondaries, only semi-auto BALANCED pistols and launchers.

 

D) All launchers except an RPG launcher should have only one missile by defualt. To get more rockets, you havve to replenish it with scavanger.

 

E) Less attachments - Much like Scorestreaks, we don't need 25 attatchments options. keept it simple, no more than 3 optics for each non-sniper weapon, no more than 10 attachments.

 

G) Target Finder - Good god, please, don't even think about it.

 

H) Head Glitches - They will proably still be prevalant beacuse the engine isn't 'brand new' and the base is still the same quake FPS based engine, but please try to make as less head glitching spots as you can.

 

I) Stopping Power/Juggernaut - Takes the entire point of other perks.

 

7) Gamemodes

 

Please, learn from the past. Key words in devloping a game, avutally, devloping anything. You know what, it is also key words in life. Learn from the mistakes and the good things from the paths.

 

A) Community Playlist is a refreshment. Any kind of goofy gamemode, like money in the denk is always welcome. Unlike OP weapons and head glitches, you choose wether to play this game mode or not. OP guns will always be used and headglitching will probably be in some games. So if the gamemode isn't popular, just delete it. I am talking about Drop Zone, Money in the Denk, All or Nothing, Infected. All of these games provide a break from the usual game modes and are refreshing. return them, and don't forget gun game, sticks and stones, one in the chamber and more.

 

B) Each gamemode, apart from the community playlist, should have an equivalent Hardcore gamemode. I.E all of the modes you have on core should be in hardcore as well. Simple as that. While I'm not a hardcore player/fan, I do care for those who are. They are generally ignored and being overlooked.

 

C) New Gamemodes. I can't think of many right now, I'm not that creative nore motivated to do that, but I'm sure the R&D in IW is. Be new, fresh and creative. You can goof off with gamemodes.

 

D) War. BRING BACK WAR. Either that, or make Domination Kill Confirmed gamemode combined, where your kills count to the to win, the flags are as well, but change the scoring system a little bit. I'm sure it's not hard to think of a good way to balance the game mode. You can call it wither Total War, War if you don't inlcude War from World at War, or you can call it Battlefield . I'd prefer if they implemented both of the game modes, not just one of them, but I'll be happy with one as well.

 

E) Dynamic Domination. I'm not sure if it will work, but Domination flags may have two positions, meanning the A flag Can be at either location X or Y, the C flag can be either at location W or Z, and the B flag can be located in either M or N. And no, I'm not talking about the flags position switching when the round in Domination ends, i disagree with this system. I think that Domination should be without rounds. While it makes it fair for others, it is completely unfair for the other team. It takes away your momentom and map control. And I know it helps getting rid of spawn trapping, but remember, with bigger, wider maps, spawn trapping and cotroling the map as easily is less of an issue. It would be nice to refresh the game mode,  make it more dynamic. And I know it might take away some of the map control and momentom if the flags have switched location, but it seems more enjoyable and refreshing. It will make it hareder ro predtict spawns, change the face of the game and make it new in the middle of the fight. Choke points change, flanking routes change. It could work. It could also not work. Depends on how the game and the maps and the gmaemode rules are designed. Dynamic Demolition could also work with the bomb sites changing between rounds, and on S&D as well.

 

8) Perks & Create a Class

 

This is another big issue, and I haven't decided yet on which side I am. On one hand, I do think that we don't need so many perks. 15 is a lot. And the combat has become more about the perks and setup less on your gun skill. But, they do add variety and make the Specialist Strike Package the awesome thing it is. I like the idea of players being able to customize their abilities and how their playstyle will playout in the field.

 

A) Pro Perks need a return. Now before you right that comment about how Perks and their pro vearients were OP in previous titles, let me explain. Don't make a Perk the enhancements it grants you and another enhancement in the pro varient, but split the enhancements of the Perks to its base ability and the pro ability. I.E Mararthon from Black Ops 1. Base version - Sprint for longer. Pro - sprint unlimitedly.

 

B) Perk balance. In all of the previous titles there have been Perks, and better Perks, but there were some exceptions. Stopping Power and Juggernaut take away the entire point. You either have more health or do more damage. Why not delete both of them and make Perks that are actually perks and don't have that much impact upon your gameplay. They were a must. Also, Black Ops 2 has the worst perk balance I have ever seen. each tier has 2-3 Perks that are good. The other are usless. Tier 1 - Flak Jacket, Hardline, Lightweight. Anyone here thinks that Blind Eye is better/as equally as good? Nope. Also, Ghost is a strong Perk, I don't know why people complain aboit it. Some say it is OP some say it is usless. I don't get it. If you don't move in the game, What's the point of not appearing on the radar? It is a flanking-stealth perk, I will touch about it in the Perk List. Tier 2 - Anyone uses Hardwired? Cold-Blooded? Anoyne? Yea, of course there will be someone commenting that they are the best perks in the game and that they are underrated. They are not. Toughness> all of the perks in this game, IMO. Scavanger is strong, Fast Hands as well. Tier 3 - Engineer, Tactical Mask, Extreme Condtioning, Dexterity. Anyone here uses the sound-perks? Awarenss & Dead Silence? Anyone?

The sound perks actually have an effect, accordingly to the sound engine, which i have dicussed about already. Blind Eye and Cold-Blooded should be united to one perk. Hardwired needs a serious buff, or change it's face and add it to another perk.

 

C) Perks Wishlist - According to previous CoDs

 

Tier 1

 

Spectre - Invisible to Ai controlled Streaks.

Pro - Invisible to player controlled Streaks and Thermal vision.

 

Mercenary - Invisible to enemy UAV while on the move, calling in Streaks or while scoped in.

Pro - Killing an enemy with a melee attack doesn't show a skull on the enemies screen.

 

Hacker - See enemy equipment, turrets and dogs highlighted. Can hack the equipment.

Pro - Delay enemy explosive triggered devices.

 

Juggernaut - Reduces explosives damage taken from enemies.

Pro - Being stuck by a Crossbow/semtex doesn't kill if it has been stuck on your shield.

 

Resourceful - Replenish ammo and Throwin Knvies from fallen foes.

Pro - Pick up weapons from the ground faster.

 

Tier 2

 

Hollow Points - Enemies damaged by you regain health slower. The higher the caliber, the more effective the perk is.

Pro -  Increases bullet damage inflicted upon Streaks.


Hunter - Enemies damaged by you (non Streaks) are painted on your minimap.

Pro - Enemies painted by you are shown on the team's radar as well.

 

Predator - Silent footsteps. No falling damage.

Pro - No red crosshairs when targeted. Completly silent.

 

Safeguarded - Toss back enemy grenades safely. Take no damage form your own equipment.

Pro - Your Streaks cannot kill you. Spawn protected from enemy explosives and Streaks for few seconds.

 

Sharpshooter - Reduces weapons Sway.

Pro - Able to hold breath with unscoped weapons as well.

 

Tier 3

 

Hyperlniked - Immune to Counter UAV and EMP.

Pro - See enemy stealth Streaks on the radar. Listen to their chat (ability to toggle on and off)

 

Tensed - Hear enemy footsteps louder.

Pro - Hear enemy callouts louder.

 

Quickdraw - Use equipment faster.

Pro - Have your weapon ready faster after sprinting.

 

Defiance - Immune to Flash and Stun grenades.

Pro - Hold breath longer.

 

Stamina - Sprint for a longer duration. Mantle and climb objects faster.

Pro - Sprint unlimitedly while wielding a shotgun or a knife.

 

 

Notice that there is no lightweight or Toughness. These abillities are achieved via the Specialist Bonus.

 

 

 

Perk Wishlist - New system

 

No tiers. less Perks. A player is able to choose only one of the Perks, or two Perks, with much bigger sacrafice. No UAV streak, so no Assasin/Ghost to counter it.

 

Spectre - Invisible to AI and enemy controlled Streaks.

Pro - Invisible to Thermal vision. See enemy stealth Streaks. No red name when targeted.

 

Defiance - Reduces explosive damage taken.

Pro - Immune to EMP, Stun and Flash grenades.

 

Mercenary - Hear enemy footsteps louder. Have silenced footsteps.

Pro - Completely silent. Melee kills do not show a skull on enemy's screen. Immune to Counter-UAV and EMP.

 

Survivor - Replenish ammo.

Pro - Sprint longer. Sprint unlimitedly when wielding a shotgun or a knife.

 

Quickdraw - Switch weapons faster. use equipment faster.

Pro - Mantel and climb objects faster. Safely toss back grenades.

 

Hacker - See enemy equipment, turrets and dogs highlighted. Able to hack equipment.

Pro - Delay explosive triggered dvices.

 

Sharpshooter - Hold Breath longer. Have less sway.

Pro - Able to hold breath on unscoped guns. See enemies red name when scoped and near the center of your scope.

 

 

Sharpshooter doesn't work like Marksman from MW3. You don't aim and than suddenly all enemies are shown like a wallhack. Instead, they have to in near the center of your aim, while only scoped weapons (i.e snipers) are able to see the name.

 

And yes, in both lists there is no Hardline. I disagree with this Perk. It's not game breaking, I just don't like it. It's like givivng a player a free kill in the start of a match/after they spawned. Seems pointless. But I won't complain about it if it shlal be included.

 

Again, there is no Toughness/Lightweight Perks. Again, you have to use the specialist strike package to get them, and other perks. The specialist strike package will work like this, if the perk system is the new one with less perks:

 

350points = +1 perk

700 points = +1 perk

1000 points = all of the perks, plus secret proficencies exclusive to the Specialist Strike Package.

 

For players to be able to equip only one Perk, They should spend 2 pick 10 points. For a player to choose 2 perks, they should spend 2 points for a wild card and another 2 points for the Perk. meanning, that a player has to spend 5 points to get 2 Perks. If they want more Perks, than they must choose the Specialist Strike Package. A player cannot choose three perks by default. Even though the theoretically can, with the pick 10 point system, they shouldn't.

 

D) Wildcards

Supposing ths SSP will return, Wildcards and Pick-10 point system should change, assuming the Perks are in the traditional form of CoD Perks. So, a player cannot be able to equip more than 3 Perks BY DEFAULT. If they want more, Again, They must use the SSP. But, what a player can do is pick 2 perks from the same tier via a wildcard. So, lets say I want Ghost and Flak Jackey, and Scavanger. But, I do not want to equip any tier 3 perk. So, i spend 1 point on Scavanger from tier 2, 1 point on Flak Jacket from tier 1 and then 1 point for the Perk 1 Greed Wildcard, and than another point for Ghost. That way I still have 3 Perks, but from the tiers I wan them to be. Of course a player can choose to use less Perks, but if they want more they must use the SSP.

Also, Overkill should return as a Wildcard.

In addition, Underkill should be a Wildcard (how cool and awesome would it be to, lets say dual wield the Desert Eagles and have a Crossbow on your back? or prehaps a Ballistic Knife?).

Players shouldn't be able to equip more than 2 tactical equipments.

 

 

Oh, and I would like to see an in lobby mini game and a map editor program, but that's just me wishful thinknig. Map edditing won't happen.

 

That's it, I hope you enjoyed. Leave your feedback and ideas, fixes you think that should happen and what not.

 

P.S

Yea,it is a very, very long post.

 

 

 

 



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