Diving right into it these are my ideas so far, there will be constant updates on this blog entry as new ideas will pop into my head.
Kill-streaks
-They do not build upon each other, ever. If you get 25 kills without dieing, you deserve to kill EVERYONE. If you get 25 kills because of a chopper gunner, no...no....just no.
. UAV-standard kill-streak that we all know and love
. Counter UAV- Was not a bad idea in MW2, probably called something else because of the time era(Radio Jammer, comment on an era-correct name)
. Emergency Airdrop- Not overpowered if you follow these rules----> Gives no killstreak above a certain value(nothing given above a 6 or 7 killstreak) Think of this being an 8 kill-streak and only dropping three crates, a UAV, Counter UAV and ammo drop.
. Napalm strike- 6 kill-streak, smaller blast radius that a precision air-strike but leave a flaming heap making that area possibly kill enemy troops who go in it. Very useful in objective games. Some balancing would be instilled. Only one wave
. Precision air-strike- 6 kill-streak, larger blast radius that napalm strike and hit in 3 waves as in MW2
.Pavelow- 9 killstreak, aka Rape-copter
. Stealth Bomber, B52 9 kill-streak- Like in MW2, but with possible minor changes to radius and spread of explosives depending on map sizes.
. Landmine trap- 6 or 7 kill-streak, place landmines in a certain radius. Like a claymore, clicks when activated, going prone can save your life, one explosion and done. The explosion This is more for the objective type, imagine booty trapping the domination flag or search and destroy objective. An explosive charge and remove this trap.
. AC 130 11 kill streak- Same as MW2 if they put it in. Nothing overpowered about an AC130 if the spawns would be better. The problem we all associate with the AC-130 was the instant spawn killings that would happen. One thing I could propose is that there is no red squares for the people that are not in plain view. So the person driving the AC-130 would not be able to see those with or without coldblooded if they are inside a building.
. Predator Missile- Same new rule applies; Can't see people if they are inside or in larger cover. This means you need knowledge of where the enemy is before you call it in. This type of change means that kill-streaks take a bit more skill to use.
. UAV Second effect- With a UAV up, kill-streaks that require player control will be able to see enemy placement when normally unable. So with a UAV up, then the AC-130 and Predator Missile will be able to see the red squares of those without cold blooded though they are inside the building.
.Counter UAV Second Effect- Causes red squares to be disabled for enemy piloted kill-streaks. I feel that it would be somewhat overpowered in a sense that a person with a 4 kill-streak can possibly eliminate the reward for the enemy that has gotten 11 kills. It would make it more of an incentive to shoot it down, but this kind of team play rarely occurs in public matches. I would not put this in at all.
If 3-5-7 Kill-streaks come back again, the UAV, Airstrike and Attack Helicopter should resurface. It's been confirmed that kill-streaks will not build upon each other after the person dies. so no Dogs-to Dogs or Chopper to Chopper ever happening again.
Re-occurring Kill-streaks
- Think of having the Kill-streak set-up of UAV Predator Harrier. After getting the last of your kill-streaks you can receive them again after a another set number of kills on an exponential rate. So as UAV was a three kill-streak. After the Harrier is rewarded, the next set number of direct kills can reward the player with a second UAV, Predator and so on and so forth. The number of kills required to restart the kill-streak reward system during a single life increases exponentially with each run through the rewards.
Possible Perks for COD: Black Ops and other random ideas
- Expect a lot of the same perks that we have seen with minimal change
- Same Perks with different names(Extreme Conditioning to Marathon back to Extreme Conditioning)
- COD WaW had a large selection of perks for each tier as C4 was not an equipment piece but a perk and RPGs were a perk and not a secondary weapon. I want to believe that Treyarch will have the multiple equipment selection opposed to them being perks. I also think that Deep Impact will stay as a weapon attachment and certain MW2 aspects that are now overlooked will return such as host migration and others will be left behind....the jelly.
- Any new perks would have to reflect on new game-play mechanics which is unlikely.
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- Pro perks might not make it into COD7, but just in case here are some ideas that would increase diversity in the game.
1. Stopping Power Pro- More damage to vehicles
2. Cold Blooded Pro- No name appears and no red reticule
3. Juggernaut Pro- Enemy Explosive damage no longer makes you stagger
4. Dead Silence Pro- Reduced Fall damage
5. Martyrdom Pro- Drops 4 grenades upon death with a 1 second fuse each(insert sarcastic voice here)
6. Fireworks Pro- Lessen the effect that stun, flash and gas grenades have on you.
7. Second Chance/Last Stand Pro- Revive allies in this stance and crawl faster
8. Double Tap Pro- Switch between weapons faster and newly picked-up weapons are ready to use
-These are some half cooked ideas that all require fine tuning depending on weapon selection/damage, map size and layout, blah blah blah blah blah. \
These are just ideas that I have had within a few days and comments concerning these ideas and others would be great, remember that COD7 is going to have a Beta and that our opinions will matter.
Sunday, May 16, 2010
Saturday, May 1, 2010
What Is This!?
The first thing that I want to talk about is the title. Being my first Blog entry I stressed over my title. I've never had trouble in the wording and overall creation of one but in this case the punctuation you see is the concern. I have no idea on the correct format of the exclamation point and question mark combination. The form I used implies surprise at first, while the questioning being second to that. I have come to the conclusion that it depends what the person it saying. If I state something along the lines of "How can they raise taxes again?!" It is a question that has feeling behind it while if I state something eles such as, "Roy Halladay pitched a no hitter!?" I am stating something with feeling that happens to be a question. Now by following this logic and accepting it as being true...my title is wrong.
Now that I have wasted your time and most of your attention with a CP english class discussion, I'm going to waste the rest with what I want to cover.
Modern Warfare 2 and How to Fix It
(I am not flamming, I am not raging, I just want to state how MW2 can be changed to be more enjoyable for a majority of people)
1. Killstreaks build upon each other-
How many gameplay videos have you seen where a person gets a predator missile, gets a double kill with it and then immediately calls in their harrier strike, which in turn gets them their Chopper gunner. While all this is happening they are in prone stance at the very back end corner of the map. What just happened was the person getting awarded an 11-killstreak reward for the discount price of 5 kills. It arguable that the two predator missile kills were earned because of the two enemy players not separating or heading to cover. But the Harrier getting the next four kills for the chopper gunner is not rewarding you for skill, but for the enemies inability to head into cover or shoot down the air support. Removing the mechanic that killstreaks build upon each other will lower the number of higher killstreaks you would see, and increase the number of lower end killstreaks. By no means will chopper gunners no longer roam the skies, but when you hear that warning "Enemy Chopper Inbound" you know that someone killed you and your teammates 11 times with a gun. Only two negatives can happen with this new mechanic set in place. One, camping for the higher killstreaks might increase because of it being harder to get a reward. Alothough the same could be said about an increase in "Run and Gunners". Because they know that the predator missle won't get them the Harrier, they are not afraid to contunue playing aggresivly. How many times have you gotten 10 kills to the chopper gunner, and your harrier just got shot down...most people camp thier ass off for that last kill. With the new mechanic in place this event will never occur because they will not have the idea to let the Harrier do all the work. The second problem can be a huge increase in the Emergency airdrop/Carpackage reward. People used to easy killstreaks will want to continue this habit and the only way is to play the lottery in hopes that they aquire a higher-level killstreak from their care packages. There is a huge possibilities where everyone will run UAV, Carepackage and EAD, just to have the chance of a free chopper gunner/AC-130. But they can very well do that strategy now. Overall, the lack of self-building killstreaks would cause for much smoother and faster paced gameplay.
2. Overpowered weapons- The weapons in MW2 are all balanced, when I say this I mean they all kill very quickly and usually in 2-3 bullets. Pair this with the recoiless assult rifles and then you have the SMGs, sniper rifles and LMGs lonely. In this case, damage for all weapons(excluding the sniper rifles) need to have thier damage slightly reduced and then more recoil should be added to the assult rifles. A possible downside to this would be a HUGE increase in the use of M16s and the Famas. As them being the least affected by recoil change, they are meant to be a type of weapon where the burst of bullets land in a small cluster. The only thing that could stop this would be the decreased damage they recieve from the damage miltipliers on the body. The multipliers would be reduced where only neck.head shots kill in one burst where chest shots take two bursts. Don't hit the back button yet, just hear my logic. This means that when people use the gun, they want to stay back and fight from medium to long range. That makes the player use this type of gun for what it was made for, Medium to long range combat. A person will not want to rush with a weapon that doesnt kill fast unless they get a nice head/neck shot, that means rushes will use the SMGs or lighter Assult rifles. The usage of LMgs will go up as well because of thier accuacy at long range and thier ability to go full auto with that same long range accuracy.
3. OMA and Danger close-
A while ago, a certain Machinima director posted a video about OMA that was notice by FourtwoZero, the online community manager for IW and pressured him to change how OMA works. Fourtwzero stated via twitter that he has some OMA issues to work out with his team. So what can he possibly do? My solution for Oneman army is that we have to look at the combonation it is paired with. Danger close is a perk that increases the Kill radius of explosives. I proposed that it increases splash damage only and not overall damage. This would stop the infectious load-out that everyone has. When you are in a lobby and you are killed by that set-up, you get pissed and switch to the exact same class because "If he's playing cheap like this I have to also, so I can compete equally with him."
"But there will still be noob-tube spam...just not as bad, but still very annoying"- My solution, Grenade launchers take up the first perk...oh remember this from Modern warfare 1? This will lower the usage of "noob-tubes" as many players won't want to trade up two free kills for the ability to have infinite ammo, run forever, reload quickly, or have...infinite ammo...after killing someone....sometimes(scavenger bags don't ALWAYS drop).
4. Commando- Ok, you all know this perk is insane and the obvious solution would be to reduce the knifing range on it. Well, you are correct. What IW should do is measure the distance the knife was in WaW with and without the bayonet. I think you know where I am going with this. Without commando you knife as far or possibly a little bit shorter than that of WaW. With commando you knife as far as it was possible when the bayonet was equipped. The pro version, reduced fall damage, not total immunity. After that I will be able to stand watching the kill cam of a person jumping off a building in Favela to knife me because I know it was a risk. The other player knew that he would still take damage from the fall, but went anyways hoping no other enemy teammate was near to quickly "one-shot" him when he tried to run. What's happening now, people jump off a three story building with no fear of dying because they still have 100 health after they fall. A possible backfire to this being in place would be a lowering of rushers and an increase in campers, because commando does not allow them to jump off a high place after being shot to escape death, because the fall would then kill them.
5.- Spawn system- All I can say is that most reverse-spawn kills occur because of the person's knowledge of the map, combined with the knowledge of where his killer just was and what direction he was going because of the killcam. But there are still true reverse spawn kills, as I've seen in may of Blametruth's videos. For this I can find no solution, so please I did alot of work on the past four points, just think about for a couple minutes on what IW could do.
To conclude these changes must be instilled at the same time so the downsides of there changes never occur. If you have read this who Blog you might want to tell me I am a "no-life" or "I need to get laid" This is not the brunt of what I think about everyday. My mind does not work in stagnation, I need problems to keep it going. You should have surmised that from the begging paragraph...or didn't you? If not, why didn't you know how to read a person from their articulation? That's the stuff I like to think about.
Now that I have wasted your time and most of your attention with a CP english class discussion, I'm going to waste the rest with what I want to cover.
Modern Warfare 2 and How to Fix It
(I am not flamming, I am not raging, I just want to state how MW2 can be changed to be more enjoyable for a majority of people)
1. Killstreaks build upon each other-
How many gameplay videos have you seen where a person gets a predator missile, gets a double kill with it and then immediately calls in their harrier strike, which in turn gets them their Chopper gunner. While all this is happening they are in prone stance at the very back end corner of the map. What just happened was the person getting awarded an 11-killstreak reward for the discount price of 5 kills. It arguable that the two predator missile kills were earned because of the two enemy players not separating or heading to cover. But the Harrier getting the next four kills for the chopper gunner is not rewarding you for skill, but for the enemies inability to head into cover or shoot down the air support. Removing the mechanic that killstreaks build upon each other will lower the number of higher killstreaks you would see, and increase the number of lower end killstreaks. By no means will chopper gunners no longer roam the skies, but when you hear that warning "Enemy Chopper Inbound" you know that someone killed you and your teammates 11 times with a gun. Only two negatives can happen with this new mechanic set in place. One, camping for the higher killstreaks might increase because of it being harder to get a reward. Alothough the same could be said about an increase in "Run and Gunners". Because they know that the predator missle won't get them the Harrier, they are not afraid to contunue playing aggresivly. How many times have you gotten 10 kills to the chopper gunner, and your harrier just got shot down...most people camp thier ass off for that last kill. With the new mechanic in place this event will never occur because they will not have the idea to let the Harrier do all the work. The second problem can be a huge increase in the Emergency airdrop/Carpackage reward. People used to easy killstreaks will want to continue this habit and the only way is to play the lottery in hopes that they aquire a higher-level killstreak from their care packages. There is a huge possibilities where everyone will run UAV, Carepackage and EAD, just to have the chance of a free chopper gunner/AC-130. But they can very well do that strategy now. Overall, the lack of self-building killstreaks would cause for much smoother and faster paced gameplay.
2. Overpowered weapons- The weapons in MW2 are all balanced, when I say this I mean they all kill very quickly and usually in 2-3 bullets. Pair this with the recoiless assult rifles and then you have the SMGs, sniper rifles and LMGs lonely. In this case, damage for all weapons(excluding the sniper rifles) need to have thier damage slightly reduced and then more recoil should be added to the assult rifles. A possible downside to this would be a HUGE increase in the use of M16s and the Famas. As them being the least affected by recoil change, they are meant to be a type of weapon where the burst of bullets land in a small cluster. The only thing that could stop this would be the decreased damage they recieve from the damage miltipliers on the body. The multipliers would be reduced where only neck.head shots kill in one burst where chest shots take two bursts. Don't hit the back button yet, just hear my logic. This means that when people use the gun, they want to stay back and fight from medium to long range. That makes the player use this type of gun for what it was made for, Medium to long range combat. A person will not want to rush with a weapon that doesnt kill fast unless they get a nice head/neck shot, that means rushes will use the SMGs or lighter Assult rifles. The usage of LMgs will go up as well because of thier accuacy at long range and thier ability to go full auto with that same long range accuracy.
3. OMA and Danger close-
A while ago, a certain Machinima director posted a video about OMA that was notice by FourtwoZero, the online community manager for IW and pressured him to change how OMA works. Fourtwzero stated via twitter that he has some OMA issues to work out with his team. So what can he possibly do? My solution for Oneman army is that we have to look at the combonation it is paired with. Danger close is a perk that increases the Kill radius of explosives. I proposed that it increases splash damage only and not overall damage. This would stop the infectious load-out that everyone has. When you are in a lobby and you are killed by that set-up, you get pissed and switch to the exact same class because "If he's playing cheap like this I have to also, so I can compete equally with him."
"But there will still be noob-tube spam...just not as bad, but still very annoying"- My solution, Grenade launchers take up the first perk...oh remember this from Modern warfare 1? This will lower the usage of "noob-tubes" as many players won't want to trade up two free kills for the ability to have infinite ammo, run forever, reload quickly, or have...infinite ammo...after killing someone....sometimes(scavenger bags don't ALWAYS drop).
4. Commando- Ok, you all know this perk is insane and the obvious solution would be to reduce the knifing range on it. Well, you are correct. What IW should do is measure the distance the knife was in WaW with and without the bayonet. I think you know where I am going with this. Without commando you knife as far or possibly a little bit shorter than that of WaW. With commando you knife as far as it was possible when the bayonet was equipped. The pro version, reduced fall damage, not total immunity. After that I will be able to stand watching the kill cam of a person jumping off a building in Favela to knife me because I know it was a risk. The other player knew that he would still take damage from the fall, but went anyways hoping no other enemy teammate was near to quickly "one-shot" him when he tried to run. What's happening now, people jump off a three story building with no fear of dying because they still have 100 health after they fall. A possible backfire to this being in place would be a lowering of rushers and an increase in campers, because commando does not allow them to jump off a high place after being shot to escape death, because the fall would then kill them.
5.- Spawn system- All I can say is that most reverse-spawn kills occur because of the person's knowledge of the map, combined with the knowledge of where his killer just was and what direction he was going because of the killcam. But there are still true reverse spawn kills, as I've seen in may of Blametruth's videos. For this I can find no solution, so please I did alot of work on the past four points, just think about for a couple minutes on what IW could do.
To conclude these changes must be instilled at the same time so the downsides of there changes never occur. If you have read this who Blog you might want to tell me I am a "no-life" or "I need to get laid" This is not the brunt of what I think about everyday. My mind does not work in stagnation, I need problems to keep it going. You should have surmised that from the begging paragraph...or didn't you? If not, why didn't you know how to read a person from their articulation? That's the stuff I like to think about.
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