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  • Brick2urFace Master 1,011 posts since
    Nov 14, 2011

    Ghandi

     

    Are you still on?  I have some stuff you need to see.

  • vims1990 Master 7,497 posts since
    Aug 13, 2011

    G IH A IN ID II wrote:

     

    As promised I followed up with the MP design team on a number of weapon and game balance issues today:

     

    Shotguns will remain at their current settings.

     

    We shall begin testing of new Dragunov stats that buff the weapon but do not break the intra sniper class balance.

     

    The radius of Dead Man's Hand efficacy will be reduced.

     

    I'll update this forum wiith details and ETAs when I receive them from the team.

     

    Cheers,

     

    G IH A IN ID II

     

    Brick2urFace & bubbacake will probably be most upset than me about shotguns. I can somewhat deal with it. Hopefully the matchmaking update could make shotguns more consistant.

     

    I'm thankful that the devs have decided to reduce the blast radius of Dead Man's Hand (hopefully to the range of C4) but a reduction nevertheless.

     

    I know one certain forum member will appreciate the buffing of the Dragonov.

     

    Again GHANDI, I appreciate your feedback & commitment to improve MW3.

     

    Party smiley 45

  • Brick2urFace Master 1,011 posts since
    Nov 14, 2011

    Ghandi

     

    Are you still on?  I found a pretty serious glitch today in multi player.

  • virtualvirus Apprentice 254 posts since
    Jul 21, 2011

    Need a longer round start timer so everyone spawns in at the same time.

     

    Need all custom classes unlocked like it is in private matches.

     

    Those are the two reasons it was not able to be on the pro circuit.

  • G IH A IN ID II InfinityWardDeveloper 1,552 posts since
    Nov 11, 2011

    virtualvirus wrote:

     

    Need a longer round start timer so everyone spawns in at the same time.

     

    Need all custom classes unlocked like it is in private matches.

     

    Those are the two reasons it was not able to be on the pro circuit.

    How long would the round start timer need to be?

     

    Cheers,

     

    G IH A IN ID II

  • G IH A IN ID II InfinityWardDeveloper 1,552 posts since
    Nov 11, 2011

    Brick2urFace wrote:

     

    Ghandi

     

    Are you still on?  I found a pretty serious glitch today in multi player.

    I'm here but I'm about to fall asleep. If you could please PM me what you have discovered I'd be much obliged.

     

    Cheers,

     

    G IH A IN ID II

  • kastro187420 Master 5,908 posts since
    May 23, 2011

    vims1990 wrote:

     

    I know one certain forum member will appreciate the buffing of the Dragonov.

     

    Don't know if you're referring to me, but I'll definitely appreciate it should I get on the game again (haven't played for about a month now, just no motivation to do so). The Dragunov was my first Gold Weapon in CoD4 (not counting Desert Eagle), and I was disappointed it wasn't in MW2.

     

    It'll be nice to finally have a decent version of it in the game.

  • xSt4yr3ady Novice 130 posts since
    Nov 14, 2011

    Ghandi, is it possible to patch the spawn system with a physical patch (something that goes through certification)? If so, why hasn't there been one yet?

  • fabytm Newbie 29 posts since
    Jan 3, 2012

    I completely agree with you, the 1887 without range/damage is WORTHLESS!I always felt like punishing myself while playing with the 1887!After I got damage it's usable, but nowhere near OP or even good!The striker kicks a** though!I think it's still pretty OP-ish...

  • Soracia Apprentice 232 posts since
    Jan 17, 2012

    mcdonamw wrote:

     

    Furthermore, now that I think about it... you say spawns should be based on your team?  I almost exclusively play HC:TDM.  I almost NEVER spawn with any of my teammates.  I tend to spawn as far away from them as possible in many cases.  I'd prefer to spawn with them, though I guess if enemies are right on top of them that might be pretty bad.  I don't know if that's why it is, but something doesn't seem right there.

    I don't think MW3's spawns are well-designed even for team matches.

     

    MW3's entire spawn system [locations, rules, quirks and all] is, however, easily exploited by a team that works together.  It doesn't make it a good system, just a broken system that a subset of players don't find issue with as the broken bits either have no impact on their style, or actively favor their style.

     

    I think that is where Foxhound's different experience comes from, as he plays with a team that takes advantage of the system.

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