Duo the high damage, the simply said I see you first you die approach of this game. The maps certainly play a part in this, but not as significant.
You guys complain that “lag compensation” forbids the “see you first, you die first” fundamental of FPS games. Now you are going to make an argument that, just because someone else pulls the trigger first, that should not mean you die?
For shyts and grins, I’ve just got to hear this argument.
altering how flinch works on all guns … it needs to be limited on all guns (how it plays with focus on currently, limited) and focus should then completely remove [flinch], … (about who has the better, fast & precise aim, next to reaction time) constantly. It’s an arcade game and should be played as such imo.
I’ve added some emphases and [inserted words/phrases] in order to bring clarity to the argument. I omitted the bit about “a lot more interesting” namely because that is a subjective measure (i.e., is pure conjectural opinion). Second, because you said it would allow determination of who has the “better, fast & precise aim, next to reaction time.” It is this argument right here that nullifies ALL complaints about “lag compensation” (forget, for a moment, that buffering calculates the winners & losers, not lag compensation). Regardless of that issue, the next problem with your argument is that flinch in no way negates the very measures you think are important. Accuracy and reaction time are both still deciding factors in a 1v1 engagement where both players are being damaged. Flinch merely adds to the factors that can determine the outcome; it does not remove other factors. Even if flinch were removed, you would still have to contend with players smart enough to strafe while firing. Finally, if flinch nullifies the arcade feel of the game, then what do you propose we do with controller vibration?
Gun damage changes. We died too fast. This needs to change, for a more actively played game. Not to hate on players play styles, but without movement, the game becauses boring fast. Remove the current multipliers for reg guns. Add the following; Limbs and stomach = 0.60x damage. Chest and up = 1x damage. Note with this change to the multipliers, when the arms of a player gets in the way of the chest region, unless the player actually only hit an arm, it should never count as a limb shot, same for snipers. Otherwise it would be completely unfair at the same time, not rewarding excellent aim constantly.
This entire paragraph makes me doubt you’re even aware of how the multipliers in the game work. But that does not even need to be a part of the argument because of the phrase that I emphasized: players that strafe while firing (re: response to issue one above) are moving. Not to hate on your playstyle, but maybe it is not that other players are not moving, but rather that you are not moving.
I’m going to totally ignore you suggestions for damage at various ranges. At best you came up with those numbers arbitrarily and without the 1000s of terabytes of data the devs at IW and TA have available to make these decisions.
Same with the sniper argument; see above.
The thermal attachment … rehash of thermal gripes from previous games (+ the TF gripe from BO2 which had no merit).
IEDs not on the ground should be easier to identify than IEDs on the ground. This is a gripe from someone not paying attention to their environment.
Simply put when someone does good with the Ballista in Blops2, he is an actual good sniper, as he needs constant good aim for potential ohks
Now I’m seeing a pattern to all your arguments and that pattern includes the letter “Q” and the letter “S.”
The average human reaction time is around 200 ms, the msbs adsed can kill in 134ms (nerfing its max damage range is not fair however).
This. This shows why your very first argument is illogical. You open by arguing that flinch should be reduced in order to identify which player has the fastest reaction time. Well, the 134ms kill time only when ADS, mind you, is irrelevant if reaction time should be, as you claim, the deciding factor. It doesn’t matter if the target has the faster reaction time because, in the scenario you have here, the shooter is already ADS – no reaction other than pulling the trigger is necessary. Since the other player must also, at some point, pull his trigger, then the trigger pull variable is cancelled out. The only thing that matters is who chooses to ADS first. If one player is already ADS, then the non-ADS player loses … regardless whether or not flinch exists.
it’s annoying and the gun battles feel insignificant.
“Feel” is an emotion. Emotions are not measurable in any objective way. Just because you are emotionally unsatisfied with how the game works, that doesn’t mean the game is flawed. What you fail to recognize (though should be very apparent by reading your own post) is that this game requires as much forethought as it does physical agility. The only way you can make your argument is to say “gun battles feel insignificant” is to recognize that planning out kills is as important or more important than reacting to a duck flying across a screen.
when in fair/even gun battles
That’s a “fish in a barrel” approach to gaming. It in no way befits the FPS concept. The game becomes strictly a test of physical agility. If you believe you have stellar physical agility and can rely upon it more than all else, FPS gaming is not for you. You need to go race cars, throw footballs, or swing a baseball bat. Problem is, even those sports require some level of mental agility.
It would be better fitting for a twitch shooter.
COD may have evolved in a lot of ways, but it has not evolved from an FPS to a twitch shooter. Twitchy situations are a part of the FPS genre, true – but they are not the cornerstone upon which FPS are designed.
Deadeye, should only be available when on the specialist bonus as the last perk. Otherwise it messes too much with weapon balance and makes gun battles feel insignificant as well.
Seems to me that if you would rely upon Deadeye all your problems would be solved. That you cannot easily afford this perk (because it costs you too much in other perks you rely upon), your next best solution is to deny the perk to other players who do not need Amplify or whatever to perform well.
Amplify, should only be able to hear dead silence users normally when they jump, go prone, slide and climb. Not when they are simply moving around. Make it a happy medium
Amplify works, in concept (even if not in exact results) the same way it always has. Utilization of Dead Silence in a way that surprises opponents is too easily accomplished as it works right now.
you die so fast
From one player who “was one of the top ranked players” in another COD, to another “player who was one of the top ranked players,” you have not adapted enough. I had to suck up to that reality with BO2, you can with Ghosts. Once I did, I performed quite nicely. I’m sure you will, too.