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Currently Being ModeratedRe: Unofficial Feedback Thread
I have another idea.
HIRE HANS ZIMMER and/or STEVE JABLONSKY AS THE COMPOSER(S).
That is all.
~RUGGED SAVIOR- Report Abuse
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Currently Being ModeratedRe: Unofficial Feedback Thread
Thought of another few ideas. Here some major changes that should be done. (consoles as an example)
1. Return the equipment via UP on the controller pad. i.e. Claymore, C4, Insertion, etc.
2. A new way to utilize rewards. Instead of having to select 3, have DOWN on the controller pad, bring up the rewards menu. Meaning, now you can select from the entire list of rewards. Choose your style--Assault and/or Support. The difference, is that assault is more expensive. But if you have 3 favorite rewards you like to keep handy, they will appear below the list, so you don't have to search for them every time.
Once you select your reward, use it via RIGHT on the controller pad. And remember--points are rewarded for objective pursuits of each match. Meaning, Domination kills that didn't defend or offend, don't count for points.
3. Above the controller pad icon (HUD), you will see how many points you collected, which can be spent at anytime you can afford rewards, and they do not reset upon death.
4. Two separate sensitivity options. One is for your look speed, and the other is your look speed, while aiming down your sights.
5. The camera spike was a good idea, just poorly executed, because it overlapped the radar. This time, have it acquire its own screen, without overlapping the radar. The balance about this, is how more of your screen is a bit obscured.
6. Split-Screen should be the same as how IW does it, in terms of the lack of black bars on the left and right.
~RUGGED SAVIOR
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Currently Being ModeratedRe: Unofficial Feedback Thread
Perk Setup: This idea with the perk setup is to make every perk attractive. Competition is key, no one perk should shine above all others and no perks should be useless.
TIER 1:
-Marathon: Sprint for longer distances.
-Pro: Increased movement speed +Climb obstacles faster
(Unlimited sprinting speed can be unbalanced in game modes like CTF or HQ)
-Blind Eye: Undetectable by enemy Air support kill-streaks.
-Pro: Lock onto vehicles quicker + Extra damage VS air support + Air support glows bright red.
(Air support glowing red would make it easier to find UAV’s on maps like Hanoi)
-Sabotage: Set back enemy point-streaks.
-Pro: Bullets, explosives and tactical grenades paint enemy on mini map for team to see.
(Counter to the support package. If you kill somebody that has the support package equipped you knock him back a point. Pro version is also great tool to flush out campers)
-Hardline: 1 less kill required for point/kill streak.
-Pro: Extra kill/point streak slot.
(2 Assist = 1 kill is great idea but in order to balance that you have to nerf scavenger to not allow replenishing of tactical grenades)
-Warlord: You can have 2 attachments on your primary weapon + extra lethal and tactical grenades.
-Pro: Two primary weapons.
(It’s a mix between Overkill which is useless because of great secondary MP’s and Black Ops Warlord which was good but needed more appeal)
TIER 2:
-Sleight of hand: Faster reload + Faster equipment usage + Faster weapon switching
-Pro: Faster ADS.
(Combination of Quick draw and Sleight of hand)
-Stopping Power: Increased bullet penetration
-Pro: Increased weapon range.
(Works like Hardened. Pro version increases the range drop off of your weapon. Instead of your gun dropping from 40 damage to 30 damage at 35 feet, the Pro version would have the damage drop happen at 50 feet)
-Ghost: Undetectable by UAV.
-Pro: Undetectable by SR71 + No red name when targeted.
(I’ll cover this hot topic later)
-Flack Jacket: Increased explosive resistance + Not affected by tactical grenades
-Pro: Reset fuse on grenades + Not affected by knife.
(Combination of Flack Jacket and Tactical Mask and a great counter to panic knifing)
-Scavenger: Replenish ammo, tactical and lethal grenades from fallen enemies.
-Pro: Extra ammunition + Equipment x2
(Scavenger becomes more useful with the refill of grenades and ability to carry two claymores or Jammers that can’t be replenished)
TIER 3:
-Stalker: Faster movement while Aiming down sights.
-Pro: Enemy footsteps are louder
(This would not cancel out the Ninja perk)
-Blackout: No kill-cam for enemies.
-Pro: Hold breath for longer duration + reduced idle sway.
(This is designed for snipers. It’s difficult being an effective sniper with the kill cam always giving away your position forcing you to move to a new spot . When I snipe I want to find an area that conceals me and stay hidden. The perk is named Blackout because when you kill somebody there screen goes black not even giving a sense of direction of where the kill came from)
-Steady Aim: Increased hip fire accuracy.
-Pro: Gun is ready faster after sprinting + Reduced flinch.
(I think reduced flinch goes well with the concept of steady aim)
-Ninja: Your footsteps are completely silent + no fall damage
-Pro: Immune to Counter UAV and EMP + Enemies don’t get audio notifications.
(Disabled notifications means that the enemy is not made aware that his TI or claymore was destroyed or that you are capping their A flag)
-Hacker: See enemy equipment and ground based kill streaks.
-Pro: Invisible to enemy equipment + hack enemy equipment.
(Blind eye makes Aerial kill streaks glow bright red so Hacker makes all ground based kill streaks visible. So you can see where the RC car is traveling to avoid it or where the enemies sentry guns are located)
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Currently Being ModeratedRe: Unofficial Feedback Thread
What Black Ops/ COD in general did wrong:
-Too much aim-assist. I remember being able to know if somebody was coming around a corner or moving inside a building because of the magnetism that would be felt. I applaud the option to turn it off from the options menu, but on and off is also night and day. It would be nice if it was 40% of what it was. I think one should do the aiming not the game.
-Step back in graphics. Compared to MW2 which came out earlier the graphics were downgraded. Specifically the gun models, they had a plastic aesthetic similar to toys. The character models were also lacking. They just didn’t look cool. I hated being the Vietnamese Ghost model because of how silly he looked. Same with the Flack Jacket model, corny.
-The sound. Guns that sound like pea shooters are very uninspiring.
-Ghillie suits for anybody running ghost. Hiding and corner camping is facilitated when you can have a ghillie suit with your AR or SMG. When I see ghillie I want to know that I’m going up against a sniper.
-SR71. There should be a way to take it down or stay hidden from it aside from C-Spy plane.
-Stat padding. Take away the incentive and you get rid of the problem. If kills and deaths didn’t count toward your overall KDR people would be more inclined to play the objective. What would be the point of going 30-3 if it didn’t count toward your KDR and your team lost? The other incentive is time. Slayers play Objective game modes because it’s much harder to get the high kill streaks in TDM and rack up insane kill counts with only 7500 score limit. Increase the score limit for TDM to 1200 and these players will now have the time they need.
-Cod Points. Great idea but poorly executed. In the end it was all redundant unless you needed gold camo. What’s the point of having weapons locked at certain levels if by the time I reach the level I already have more than enough COD points to buy the gun. I think everything should be available from the beginning and prices should be increased so that every purchase is something I have to really think about. I shouldn’t be able to reach max level and have every gun, perk, and piece of equipment. Maybe for my first prestige I focused on buying every perk and only had enough points to try out 6 guns. Next prestige I’ll just buy the perks I like and focus my money on buying guns and attachments. A shortage of COD points not only makes buying more RPG based but also increases the importance of wager matches and contracts.
What I really liked about Black ops:
-Objective stats -Aim-assist option
-Combat record with favorite weapon. -Various gun and face camos
-Player cards -Maps that offered variety in play style
-Strict security policy. -Weapons had recoil making them challenging
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Currently Being ModeratedRe: Unofficial Feedback Thread
Now I want to talk about the real problem with Ghost; the ease of getting UAV’s. The constant Spy plane/UAV in the air has made players dependent on the mini map. The more time the UAV is in the air the more powerful Ghost becomes. If the UAV is rarely in the air then Ghost becomes a wasted perk. The balance comes in making UAV’s harder to get which is why I can’t stress this enough:
-ADOPT IW’S SUPPORT, ASSAULT, AND SPECIALIST STREAKS (Kill streaks shouldn’t stack)
The Assault package should focus solely on offensive streaks and should only be earned by getting kills. No UAV’s.
The Support package should focus solely on support streaks and be earned by kills, shooting down air support and playing the objective. No stealth bomber or remote sentry. Where Infinity Ward went wrong is with the point requirements for the corresponding streaks. Considering point streaks do not reset they should require more kills to achieve. For example:
-UAV: 7 point streak
-CUAV: 8 point streak
-Recon Drone: 16 point streak
-SR71: 18 point streak
-EMP: 24 point streak
-Emergency Air drop: 28 point streak
By truly separating support and assault streaks you create a marriage between the two where strategy takes place. The assault players depend on the supporters to get them UAV’s and shoot down air support and support players depend on the assaulters to rack up offensive kill streaks to push the enemy back.
This next suggestion is a long shot but I think it will benefit the gaming community. A ranked and social playlist to separate two different types of players. The only difference in playlist is that the ranked playlist would not allow guest and require you to have a ‘good’ internet connection. I don’t know the logistics behind an in game internet requirement but it would be great to weed out the laggers.
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Currently Being ModeratedRe: Unofficial Feedback Thread
I want to give my suggestion for a new game mode or possibly an alternative to the support package and a new way to play objective based games. Commander is a set of rules that is all about team gameplay and can be applied to any current objective mode. In Commander one team mate is designated the ‘Commander’ either by vote, in game analysis or randomness. This person controls all of the teams point streaks. The only way to gain point streaks in Commander is to play the objective: Capping flags, defending objectives, returning flags, planting bombs, and capturing headquarters etc… For example let’s say it’s the beginning of domination and all six of my teammates help capture the A/C flag, my Commander now has 6 points he can spend towards buying a poins treak. Lets say its well into the match and my Commander has accumulated 17 points through team caps, defends and offenses, he can choose to buy an SR71 or an attack helicopter or maybe he’s saving up so that he can unleash an SR71,Dogs, Chopper Gunner combo. The way the game plays out is dependent on the Commander’s ability to strategize and use his teams point streaks effectively. The point of this set of rules is to eliminate selfish game play and promote a team effort. You would have to scale the value of caps and defends to the corresponding game mode. A game like Domination that has a lot of defends and caps is only going to yield 1 point per objective while a game like Search and Destroy that has low objective action, a plant, defuse or defend would yield 5 points that will allow your Commander to buy a UAV/Spy plane.
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Currently Being ModeratedRe: Unofficial Feedback Thread
I'll just get my main point out of the way right off the bat... Don't do things the same way just because that's the way it's always been. The core gameplay is not going to change and it shouldn't. It's overhauling the various things that compliment the core gameplay that will give us a new and (hopefully) improved COD experience.
I'm thinking about perks and killstreaks in particular.
I'll start with perks. Having x number of perks randomly applied to 3 tiers in an attempt to balance them just seems old and kind of bush league now. The perk layouts in COD4 and WAW actually made more sense than they do now. While there was some randomness in the second and third tiers, tier one used to be exclusively equipment related.
I'd just like to see the perk system actually make sense. Maybe have a movement related tier, a gun related tier, an equipment related tier, and a killstreak related tier. Or maybe just have an offensive tier and a defensive tier. Or maybe not have tiers at all and just have a massive list and only allow players to use two at a time.
I'm not saying anyone one of those ideas is necessarily the way to go. They could all end up being horribly flawed - those were just the first basic ideas that came to me.
Now for killstreaks. IW made some changes and for that I give them credit. I wasn't necessarily a fan of the new system as it has it's flaws, but it is progress. First idea, maybe allow each player one support reward and one assault reward. Again, a basic idea off the top of my head that could potentially work or potentially suck.
Again, I am not saying "Treyarch make perks this way or killstreaks that way." I'm saying ideas don't have to be limited to "put this perk in the same tier as that perk" and "this killstreak should be that number of kills".
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Currently Being ModeratedRe: Unofficial Feedback Thread
Some More Ideas inbound:
1. Handguns should be the only secondary (following the previous Launcher Idea i had)
--To reiterate the launcher idea. A third weapon space can be seen within the custom class. That indicates what launcher you have equipped. So if you chose an M203 for your assault rifle, that space will be filled, meaning you cannot select another launcher, like the RPG, Strela-3, etc. Basically, it's COD4 standards, by bringing balance to the explosions, by means of restricting how much you can expel--not by lowering their damage.
2. No Riot Shields
3. New proficiency ideas
--Advanced Secondary (Shotguns and Snipers only) - Allows a machine pistol to be carried as a secondary (no dual wield)
--Shotguns do not have damage or range proficiencies--they should be automatic.
--Steady Aim as a proficiency for SMGs, Machine Pistols, and Shotguns.
4. Jammers should jam equipment again
5. Bring back the "Hacker" ability
6. Although zombies were cool, and yes remain to have the old survival mode. But add something more interesting--like short zombie based missions, or even a separate zombie campaign.
7. LMGs need to have a Bi-Pod like in World at War. Either as an attachment, or the weapons having this by default.
8. New Perk *Geminate* -
Normal - Allows 2 proficiencies to be equipped for your primary weapon
Pro - Secondaries can have one proficiency
~RUGGED SAVIOR
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Currently Being ModeratedRe: Unofficial Feedback Thread
These are just suggestions to already existing game mechanics.
Please note these are individual points.
Second Chance:
-Remove the ability to make other players flinch while in second chance
-Reduce the rate of fire while in second chance
-Players using second chance are only able to be revived once (after all, the perk is called Second Chance)
-Slower switch time
-Remove invincibility frames
-In my experience, players in second chance are able to survive concussion grenade explosions (and perhaps other special grenades as well) when being revived by another player.
-Something has to be done about primary weapon kills while in second chance.
Snipers:
-Severely cap the fire rate of the semi-auto snipers when unscoped
-Reduce the damage of the snipers when unscoped
Matchmaking:
-In Ground War, please have two different game modes to vote for every time, not just TDM twice or domination twice.
Other Suggestions:
-Please re-add snipers that reload each round individually (COD4 and CODWAW, possibly others before them). This is not so much an issue as nostalgia.
To counter campers:
-When a player gets a certain amount of kills in the same area, notify the opposing team of an enemy within a radius of said area (this could appear as a circle on the mini-map). If the camper continues to get kills without leaving the circle, have the circle gradually get smaller with each kill (until a set minimum) that the camper gets as well as change the position of the circle after every kill to match the camper's position. To prevent campers from abusing this system by moving outside the circle temporarily and killing the people entering the circle, notify the other team whenever the camper leaves the circle (perhaps by having it change colour on the mini-map). The circle will only disappear permanently when the camper leaves for a set amount of time. This would be similar to Homefront's Wanted Level system but would not punish rushers.
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Currently Being ModeratedRe: Unofficial Feedback Thread
- All guns should have built in Hardened Pro
- Make Attack Helicopters not go only for player who is top
- Care Package challenges that, once complete, allow you to re roll instead of having it as a pro perk
- Gold, Silver, Pack a Punch and Black camo in multiplayer
- These are unlocked through kills with a weapon and not prestige e.g 3000 kills with weapon unlocks Gold camo, 2000 kills unlocks Silver camo e.t.c
- Playing the objective counts as a kill towards your killstreak
- Ability to create your own map in private matches
- Keep dolphin diving, blackbird and playercard customisation
- Add the Specialist strike package
- every 2 kills unlocking a perk and Specialist bonus at 10 kills
Perks
- Tier 1- Lightweight, Warlord, Hardline, Scavenger
- Tier 2- Quickdraw, Assassin, Flak Jacket, Blind-eye
- Tier 3- Sleight of Hand, Steady Aim, Stalker, Marksman
- Tier 4- Marathon, Ninja, Hacker, Tactical Mask
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