Are you there Infinity Ward? It's me, Virtual Dom! (Suggestions for improving MW2)

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Virtual_Dom

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Chances are you have already played MW2, and if you didn't, you probably never gave a shit about it in the first place. I gave a shit about it since I was really impressed with COD4 After playing this thing I feel wholeheartedly disappointed. Many thoughts circled in my head:

How could I make this better?

It's not living up to its true potential!

So during random times, many ideas popped into my head about how to significantly improve the game's campaign and multiplayer. So in addition of my normal manner of listing detailed analysis of the Story, Design, and Gameplay, I will also add said suggestions which I think could've helped MW2 in many aspects.

[HEADING=2]Story[/HEADING]
Things are not going well between Russia and America. With the Ultranationalists now in charge of Russia, they turned it into a soviet state once more and claim the main baddie from MW1, Zakheav, a martyr. His right hand man, Makarov, is very. He instigates an invasion of America by shooting up an airport under the guise of CIA operatives to make it look like a government sanctioned attack. The game goes really far with telling you that Makarov is the biggest douche on the planet with many newspaper clippings and showing [HEADING=3]"We will bomb again"[/HEADING] in large sub-text. You never actually feel Makarov's presence in the game despite the fact he is mentioned all the time.


You are put into the shoes of Gary 'Roach' Sanderson of Task Force 141, a multinational special forces unit that tries to stop the war from behind the scenes while your other character, Pvt. James Ramirez of the Army Rangers, tries to keep the home front safe. Mactavish from the first game is Roach's commanding officer while this guy with a skull mask named 'Ghost' is his right hand man (like Gaz was to Price in the first game). You don't get a true attachment to these characters since the perspective changes occur too quickly. First you play as Roach, then Ramirez, 6 minutes later your back to Roach, then its Ramirez again before you know it, MW2 just doesn't take the time to let us truly examine the situations and objectives of each character.

Like COD4, the story includes a major plot twist, and several intense and dramatic moments along with high adrenaline gun fights. That's fine, that's one of the reasons COD4 was great. However the storytelling has suffered as the plot seems to be hiding behind those events to make up for the lack of proper narrative and with it lacks flow and coherence. The plot twist mentioned really screws things up about the events that started the war.
General Shepherd, the guy in charge of almost all of U.S. miltary factions, kills Roach and Ghost because retrieved info contains ties between General Shepherd and Makarov, along with establishing himself as a war hero for bringing down Makarov. Shepherd wanted the U.S.'s military might to be known after no one responded to the marines lost in the COD4 nuke, so he struck a deal with Makarov to instigate a second cold war.

Why would Makarov make a deal with a man who, in addition to being an american (he has a hatred for the west), he knows for a fact will betray him?

If you take the time to analyze, the story does make some sense but is ultimately let down by plot points that contradict other plot points, missions with no clear reason as to why your doing them, constantly changing perspectives, and to top it all off an insultingly short single player campaign.

[HEADING=3]My Suggestions[/HEADING]

*More levels and longer levels
Lets start with the obvious one. Infinity Ward seems to pride itself on their frantic set pieces which come up almost every level. The problem with this is that the game is way too fast paced and the story suffers for it. They probably decided on the set pieces first and then the plot, making it lack flow and of course longevity. How about there be a level before "Cliffhanger" called "Ascension" where it tells Mactavish and Roach their objectives and they must ascend up the mountain, encountering more resistance at the lower levels, plus a longer snowmobile chase (thats one of my favourite parts). Plus more levels can introduce different gameplay mechanics. Before th Oil Rig level how about we do some actual swimming to the objective. How about sections where we pilot the whole vehicle instead of just the gun turret. How about a more dynamic "Takedown" level where you have a whole open section where you must capture the target before he gets away, but he never takes a predetermined path. Instead he tries to run to certain parts of the city where he has a getaway transport stationed but if you get close or his transport is destroyed he runs for another (like the runners in Assassin's creed 2), and you can also use civilian vehicles to pursuit him. With more levels, not only will the people who like single player more be happier but it also allows for better plot development and introduce more variety. Sometimes even the most intense films and games need some down time for plot and character development.

*Makarov should have a larger role
Makarov is seen only once in the game, despite being hyped up in the trailers.
Makarov should have a bigger presence in the game and trigger more events instead of just the airport scene. For example, there should be some evidence in the Brazilian levels that Makarov paid off the Brazilian militia to attack TF 141 since their ties to the ultranationalists and why they attack you are never explained. In between all the generic mission briefings, how about show Makarov delivering televised, Obama-like speeches to the Russian public about what the West has done to their "once great nation"... and even to the world to turn all the nations against them. Make his presence constantly be feeled throughout the game.

*Make enemy intel items actually do something
An old trick but a good trick: How about the enemy intel actually tell back story or reveal intentions by the ultranationalists instead of being arbitrary gameplay lengthening schemes.
Plus make enemy intel stuff like manifestos, blueprints, and phone messages instead of just laptops all the time.


What secrets are you hiding?​

*Branching Story lines
Optional objectives should play a role like rescuing a downed soldier before you get extracted. That soldier might prove to be an importany asset in a future level and the experience changes depending on whether he was rescued or not. For example in Takedown, show a TF 141 soldier named "Bandwidth" being pinned down by Militia and if you rescue him, then in the oil rig levels (where there are Surface to Air missile sites) he can hack a computer and shut down any SAM Sites instantly. If he is not rescued, you have to race against the clock to manually shut down the SAM Sites. Maybe have enemy Intel show a code for a door of a base in a future level that can be used as a shortcut. Obviously they need to be thought out thoroughly but even so IW should try something like this.

*A better reason for Russia to invade America
A shootout at a Russian airport causes a vengeance war against the U.S. because from their view some CIA shot up a few civilians. There are far better reasons to go to war with the U.S.
They should have either:

1. Assaulted a government landmark or monument.
2. If it has to be done at the airport, how about assassinate an important Russian government official, like a Governor General (or whatever Russian officals are called)

*A more unexpected plot twist

All right here's my idea, not just for the twist but for some of the story, but it will reveal spoilers.

Instead of Joseph Allen starting the game and being killed 30 mins in, you start as Gary Sanderson who is a Sergeant of the Army Rangers. Like Allen, he is chosen by Shepherd for TF 141, because he is proven to be one of the best there is. The scene then changes to the Airport Massacre but instead the group walk like normal civilians, and arm themselves in the bathroom with weapons hid there prior to the arrangement. You play as an unknown identity, and Makarov is not with you but calls you to remind you the whole "remember, no russian" line, before you put on your identity concealing ski mask. They massacre the airport to assassinate a government official while in disguise. After success Makarov picks them up in the ambulance in similar fashion to the original. He shoots one of your AI partners who is revealed to be an actual CIA spy.

After the level Sanderson is introduced to his squad in the game, MActavish and Ghost. The game proceeds like normal, except with Cliffhangar after No Russian and with all my suggestions implemented. At the loose ends level after Sanderson and Ghost retrieve the Info, Sanderson collapses but is held up by Shepherd who tells him "thats one loose end, but now we need another tied up". He gives Sanderson his revolver, and Shadow Company execute the rest of TF 141 while Sanderson kills Ghost and burns his body (like in original). Impressed by his loyalty, his similar patriotic ideology and sympathy (Sanderson lost his brothers in the COD4 nuke), and his undercover work in Russia, Shepherd makes him Lieutenant of one of his Shadow Company Squads. There will then be missions where as Sanderson you have to take down remaining TF141 members. That's right, YOU the player, are a traitor and have to kill Ghost.

[HEADING=2]Gameplay[/HEADING]
The gameplay has been been expanded somewhat but still remains the same. This is good since its more of the same but bad because its more of the same. No new attempts at revolution are implemented leaving me disappointed from all the hype. As with the previous game you engage in intense fire fights, aiming down the sights, feeling the sway and sound as the gun fires (yet more recoil needs to be put in), and seeing some "holy-crap-worthy" moments. Full use of environments is never made since I usually just dodge bullets because the game lacks an open feel and I can't go up on the rooftops of the favela levels. There is the ability to control Predator Missiles and sentry turrets to wipe out large groups in 3 seconds. There is also a breach and clear minigame where after you breach time slows down for you to identify targets before the adrenaline rush wears off. Fun to use but the actual formula has not been improved in anyway. You can't use stealth in most objectives (which was promised in press releases) and although the levels are bigger, the weapons are more modern, and the attachments are more interesting, there is no attempt at innovation to the formula.
The Textures still look kind of ... bad and graphics aren't really improved that much. The best thing I discovered was that the AI no longer infintely respawns and has been improved since they are more randomly place and act more dynamically but still use basic flanking and cover fire. There's really not much to say about the gameplay since they didn't change the formula or the play style.

[HEADING=3]My Suggestions[/HEADING]

*More team tactics
Despite having Friendly AI, I never felt like a team player. AI teammates are a staple of the call of duty series but there are no team tactics. Since everyone just waits for me to proceed, how about making me the commanding officer in the first place. A simple command system could have been implemented like holding down L2 and using the face buttons to issue commands like "take cover" or "cover fire", or "throw grenade" depending on the situation and where your crosshairs are facing. If that doesn't work, how about context sensitive controls similar to Rainbow six vegas where you can point to an ally and tell him to follow you, or take enemy out silently. I actually don't have a good example, but still allow us to actually feel as a team... myabe introduce campaign coop?

*Cover system
The cover system from Bound in Blood would work well in this game.

*Less scripted events and some destructo-physics
When a helicopter is shot down, I don't want it to spiral out of control above the map and crash land in a predesignated spot or off the map. Let it be like in Crysis where the helicopter corpse lands on the map with debris scattering on the ground. Let there be destruction implemented to weak structures like furniture, shanty buildings, plants, and of course vehicles. This would make the game feel more dynamic instead of just being in a box with poorly rendered foliage.

*An inventory system and customizable weaponry
More things should be done at one time in MW2. There should be an inventory system that when the select button is pressed it goes into a menu where it shows your special items: like C4, grenade launcher, night vision goggles, different ammo types, and new stuff like calling in back up troops or a support chopper. All things are accessed from the inventory screen, but can be hot-keyed to the directional pad or whatever keys you want on your keyboard. You can choose to take the silencer on and off, or switch ammo types from soft point to full metal jacket. There should also be stations where attachments that need to be installed like reflex sights and grenade launchers can be installed on your weapon instead of on the spot like with silencers.

*Vehicles we control instead of just the gun turret
I want to control a Pave Low, dammit! These can really add more variety in the campaign.

Tell me this does not look awesome​

*A more next-gen game engine
The engine IW are using is outdated and last-gen. Graphics are alright but textures suck and physics are still not implemented into the death animations. IW should do what Star Wars TFU did and merge the Euphoria and the DMM engine together for real physics and real reactions to destruction. They seriosly need to update their engine's AI and graphical capability because this game looks like a 2006 game. Also a game engine that can render even bigger levels, because corridors are not acceptable in this day and age.

*More enemy Variety
This can also make things more dynamic and strategic. Some enemies should have more armor than others, requiring FMJ rounds, while some should be snipers...well, competent snipers. Juggernauts from Spec Ops should exist in the campaign, along with Ghille Snipers, adding increased challenge to the story.

[HEADING=2]Multiplayer[/HEADING]
This was the obvious focus for MW2 as it is packed with evolution of the original concept. More perks and attachments, such as heartbeat sensors thermal scopes and increased melee distance, are introduced along with pro versions of perks that add a minor bonus to an already helpful perk. Customizable killstreaks are a great implementation but the chopper gunner is way overpowered and guaranteed to give you an extra 10+ kills. Maps are of more variety and feature different environments but are packed with a lot of camping spots, however I myself have not encountered a lot of campers, so it hasn't been a problem for me. The problem that still occurs is latency and bad hit registry, as multiple times i have encountered a guy to knide only to realize he took me down with 2 submachine gun hits. Overall its more like an expansion pack but there was no way they were going to innovate the formula.

Lastly is Special Ops, a mode inspired by the fast paced Mile High Club level from COD4, and the 2-man idea from All ghillied Up. Spec Ops are hard, fast paced objectives that you can play with a friend for 2 player coop. Some missions are just genius, like Overwatch, where one player controls an AC130 gunship, while his friend on the ground battles his way through the opposition. This is probably the best mode in MW2 as it takes the best moments from the campaign and implements 2 player coop along with frantic situations and a need to beat your best time.
A sample of 'Big Brother'​

[HEADING=3]My Suggestions[/HEADING]

*Multi-Objective Spec Ops missions
Spec Ops is great and all, but more can be done with it. There should be more multi-objective missions so it feels more fleshed out. Some modes are fine the way they are like Wardriving (FUCKING HARD), Overwatch and many of the wave wefense missions. But missions like clearing a map of hostiles, or just reaching the green flares at the end of a stealth mission should be deeper and longer. Perhaps an op like sneaking into a building, then clearing out the hostiles, then defending your position until a helicopter comes to extract you.

Get Rid of Perks
Perks detract skill. Instead of relying on code that makes your hip fire more accurate, or your melee distance longer, lets just have matches based on skill without 10 people without stopping power on.

Dedicated Servers for console and PC
I kind of put this here so others would not put it in the comments constantly. But still, I was empathetic for PC gamers when I first heard the news. Taking away dedi's from a PC game is just not right. Its proven to be a good system, so just stick with it, IW. You stuck with the formula. Instead of IWnet, you should have given a Killzone 2 like server service where we can specify what maps and modes we want and don't want.

[HEADING=2]Closing Comments[/HEADING]
While writing this review I got rather depressed. Why do I still like Call of Duty? Why am I basically playing a game that never innovates its formula despite the fact it has flaws? Maybe I'm growing up and seeing the game for what it really is, something that belongs in a movie theater arcade. This game was made for multiplayer with the campaign as an afterthought. If a game has a single player and a multiplayer, they both need to be EQUALLY GOOD. MW2 is the game that finally took me to raise my standards and judge games more harshly. But anyway the game is still engaging, Spec Ops is a great addition, and multiplayer im kind of addicted to despite many, many flaws. But still it didn't live up to the hype and I doubt it will be considered a classic in the future.

Whew!! Finally I'm done, please comment on my review and suggestions for improvement(and add your own MW2 improvements of you want).
 

Deadman Walkin

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how about dedicated servers. I wasn't a big OMFG MW2 WON'T HAVE DEDICATED SERVERS OMFG NO IT IS SO AWFUL!!!! BUT now....I hate infinity ward for it. Everyday, I play with at LEAST 1-4 hackers, in 1-4 hours of playing it. Constant drops and unreliable hosts, the game is a disaster online. Makes me sick...
 

Eternal_24

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Aug 4, 2009
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This game is beyond fixing. I'm going back to CoD4 and WaW until the next CoD game comes out (being made by Treyarch and will be set in Vietnam, expected to be released in November). There are rumours that MW3 is being taken over by another developer so fingers cross for that being true or IW getting their act together.
 

WendelI

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I would say actual classes in multiplayer. Im tiered of being on a match in wich everyone has the same gun. if yore limited by class then you have to work as a team.
 

SirDeadly

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GIMME LOCAL SEARCH AND ALL IS GOOD!!!
Oh and something that kills anyone who stays in the same spot for more then 30 seconds... Seriously, IW should give out tents with their games from now on!
 

comadorcrack

The Master of Speilingz
Mar 19, 2009
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Some Kill Streak Rewards Last too long, and the game just becomes a griefing engine.
IE Helicopter Pilot
 

avshig

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It sold gazillions of copy, so from Activision's point of view it definitely stood up to its potential.

From a gamer point of view(mine, at least) it was a piece of crap that's not even worth pirating.
 

Spygon

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Your single player ideas are good but your mutliplayer ideas sadly not so much.

Multiplayer needs the lobby and server system from cod4 as what happened did they just throw it in the bin an buy a group of worse ones.Take the over powered "noob tube" and "double shotguns" as they take no skill to use.

Also the spawning i am fed up of attacking a group of people only for someone to spawn a few meters behind me.

All i want say about the multiplayer of mw2 is what happened how did muck it up after all you had to do is add a few extra maps and guns to cod4.
 

Gh0st1y_H

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Jan 11, 2010
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*POSSIBLE SPOILERS*

I thought that the fact that you didn't truly feel Makarov's presence really pointed to someone else as the bigger threat at the time.

Also, the intel idea needs to be scrapped altogether. Collecting useless shit is a pasttime of all gaming, and all it results in is trophies. Don't get me wrong, I love trophies and achievements, but collecting intel is so utterly pointless that the only reason for collecting it is for the achievements/trophies.

I disagree with your plot changes. It was fine as it was, except that it needed to be less convoluted and less death-inducing.

On my last note, I have to ask why companies manage to make everything fifty billion times harder than it actually needs to be. IE: How did they screw SOCOM up? By adding unnecessary shit that ended up in crappy game after crappy game by missing what made the first game great. (In SOCOM's case, it's the second.) Modern Warfare has a similar, if not the exact same, problem. Stop adding crap on and changing it around when the system you have works just fine. Changing the multiplayer was the last thing they should have done, especially since IW and Treyarch are completely incapable of doing any other part of the game right.
 

Asehujiko

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My suggestions infinity turd:
1: Stop being assholes to treyarch. Give them the documentation that goes with the engine instead of forcing them to reverse engineer half of it and then down talking them for sucking when they didn't have time to make a proper game because of YOU.

2: Stop copy pasting things that worked because they were unique. Yes the part in CoD4 where you get shot in the face is impressive. That doesn't mean that you should cram the same sequence three times in the next game. Yes, the infra red section in CoD4 was cool. That doesn't mean it's cool to force you to use thermal sights at least once an hour in MW2. Sniping a guy from the opposite end of the world in CoD4 was amusing, that doesn't mean that it's fun to do that to an entire battalion rolling off a production line just off screen. Shooting the occasional tank or helicopter in CoD4 was tense, that isn't a reason for Ramirez being the only person qualified for using shoulder fired missiles in the entire world.

3: Fire robert bowling. That idiot takes ages to respond to important matters because he's bragging how good he is in the beta, is a liar/doesn't know what the studio is doing and can't relate to two thirds of the fan base.

4: Betas are good, don't ignore them just because Treyarch has them. 90% of the games problems like broken multiplayer balance, shitty matchmaking, IWnet being an unusable and unnecessary piece of shit, map specific bugs and all that could have been prevented by not being stuck up assholes over who has the privilege of playing the best game ever*

*according to people on actishits payroll that is.
 

RobotSwordsman

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I agree at the point about actually piloting the vehicles instead of being a gunner. But what if you weren't qualified to pilot the heli? Whatever, it would be awesome.
 

Kollega

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If they did what you suggest, MW2 would be near-perfect.

[HEADING=3]But they won't, because MW2 is already more popular than sliced bread. Sadly, IW couldn't care less about implementing all those nifty additions.[/HEADING]
 

The Cheezy One

Christian. Take that from me.
Dec 13, 2008
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mugenplaya said:
I agree at the point about actually piloting the vehicles instead of being a gunner. But what if you weren't qualified to pilot the heli? Whatever, it would be awesome.
thats what i always found killed things like medal of honor, when the random character you played as could pilot planes
 

Jack and Calumon

Digimon are cool.
Dec 29, 2008
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Kollega said:
[HEADING=3]But they won't, because MW2 is already more popular than sliced bread. Sadly, IW couldn't care less about implementing all those nifty additions.[/HEADING]
In all fairness, I think they care about their future right now. I wonder what Respawn Entertainment are doing? Hopefully something futuristic and like Bulletstorm. In fact, fuck everyone else, I want Bulletstorm! NOW!

Calumon: You just in time for the fireworks. BOOM!
 

The Cheezy One

Christian. Take that from me.
Dec 13, 2008
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Virtual_Dom said:
*Branching Story lines
Optional objectives should play a role like rescuing a downed soldier before you get extracted. That soldier might prove to be an importany asset in a future level and the experience changes depending on whether he was rescued or not. For example in Takedown, show a TF 141 soldier named "Bandwidth" being pinned down by Militia and if you rescue him, then in the oil rig levels (where there are Surface to Air missile sites) he can hack a computer and shut down any SAM Sites instantly. If he is not rescued, you have to race against the clock to manually shut down the SAM Sites. Maybe have enemy Intel show a code for a door of a base in a future level that can be used as a shortcut. Obviously they need to be thought out thoroughly but even so IW should try something like this.
you want brancing story lines? go play fallout 3. MW2s strength is that it is a strong game that focuses on the core parts of shooting people. a branching story would complicate the game
*A better reason for Russia to invade America
A shootout at a Russian airport causes a vengeance war against the U.S. because from their view some CIA shot up a few civilians. There are far better reasons to go to war with the U.S.
They should have either:

1. Assaulted a government landmark or monument.
2. If it has to be done at the airport, how about assassinate an important Russian government official, like a Governor General (or whatever Russian officals are called)
so if a bunch of americans shot up everyone at a major canadian airport, youd be cool with that? it could be swept under the mat, as it were?
Instead of Joseph Allen starting the game and being killed 30 mins in, you start as Gary Sanderson who is a Sergeant of the Army Rangers. Like Allen, he is chosen by Shepherd for TF 141, because he is proven to be one of the best there is. The scene then changes to the Airport Massacre but instead the group walk like normal civilians, and arm themselves in the bathroom with weapons hid there prior to the arrangement. You play as an unknown identity, and Makarov is not with you but calls you to remind you the whole "remember, no russian" line, before you put on your identity concealing ski mask. They massacre the airport to assassinate a government official while in disguise. After success Makarov picks them up in the ambulance in similar fashion to the original. He shoots one of your AI partners who is revealed to be an actual CIA spy.

After the level Sanderson is introduced to his squad in the game, MActavish and Ghost. The game proceeds like normal, except with Cliffhangar after No Russian and with all my suggestions implemented. At the loose ends level after Sanderson and Ghost retrieve the Info, Sanderson collapses but is held up by Shepherd who tells him "thats one loose end, but now we need another tied up". He gives Sanderson his revolver, and Shadow Company execute the rest of TF 141 while Sanderson kills Ghost and burns his body (like in original). Impressed by his loyalty, his similar patriotic ideology and sympathy (Sanderson lost his brothers in the COD4 nuke), and his undercover work in Russia, Shepherd makes him Lieutenant of one of his Shadow Company Squads. There will then be missions where as Sanderson you have to take down remaining TF141 members. That's right, YOU the player, are a traitor and have to kill Ghost.
no. nonononono.
that is basically taking all negetive aspects away from america, like betraying their own people, and all positive aspects away from britian and commonwealth countries. so youre a traitor, so what? no-on will care provided their told to kill something
but to actually be killed, thats something to piss people off
and what about makarov? you said that you want to see him more, but there he doesnt even talk after no russian. at least he talks in the mission with price and soap

[HEADING=3]My Suggestions[/HEADING]

*More team tactics
Despite having Friendly AI, I never felt like a team player. AI teammates are a staple of the call of duty series but there are no team tactics. Since everyone just waits for me to proceed, how about making me the commanding officer in the first place. A simple command system could have been implemented like holding down L2 and using the face buttons to issue commands like "take cover" or "cover fire", or "throw grenade" depending on the situation and where your crosshairs are facing. If that doesn't work, how about context sensitive controls similar to Rainbow six vegas where you can point to an ally and tell him to follow you, or take enemy out silently. I actually don't have a good example, but still allow us to actually feel as a team... myabe introduce campaign coop?
go play brothers in arms: hells highway. good game, with simple-yet-effective co-ordiantion mechanics
*Less scripted events and some destructo-physics
When a helicopter is shot down, I don't want it to spiral out of control above the map and crash land in a predesignated spot or off the map. Let it be like in Crysis where the helicopter corpse lands on the map with debris scattering on the ground. Let there be destruction implemented to weak structures like furniture, shanty buildings, plants, and of course vehicles. This would make the game feel more dynamic instead of just being in a box with poorly rendered foliage.
see my point about branching story lines. this game is built solidly as a scripted game. random events, such as landing somewhere else, will add nothing to the level, and just make the game easier to break. who cares that you landed in the same place, you should be concentrating at the firefight (which youre invincible during, which sucks a bit)

*An inventory system and customizable weaponry
More things should be done at one time in MW2. There should be an inventory system that when the select button is pressed it goes into a menu where it shows your special items: like C4, grenade launcher, night vision goggles, different ammo types, and new stuff like calling in back up troops or a support chopper. All things are accessed from the inventory screen, but can be hot-keyed to the directional pad or whatever keys you want on your keyboard. You can choose to take the silencer on and off, or switch ammo types from soft point to full metal jacket. There should also be stations where attachments that need to be installed like reflex sights and grenade launchers can be installed on your weapon instead of on the spot like with silencers.
actually, i agree. playing the same person every time is alright, but i would have liked to change my style by adjusting weapon loadout, and maybe some single player perks.
the best game for that is TC:vegas 2, but that relies a bit too much on player customisation, especially when 75% of everything is the same.
*Vehicles we control instead of just the gun turret
I want to control a Pave Low, dammit! These can really add more variety in the campaign.
i liked not controlling vehicles yourself, which is something MOH usually drops by putting you in a tank
although, there were very few vehicle control bits, so even a small bit like the AC130 bit from MW1 would have been fun
*A more next-gen game engine
The engine IW are using is outdated and last-gen. Graphics are alright but textures suck and physics are still not implemented into the death animations. IW should do what Star Wars TFU did and merge the Euphoria and the DMM engine together for real physics and real reactions to destruction. They seriosly need to update their engine's AI and graphical capability because this game looks like a 2006 game. Also a game engine that can render even bigger levels, because corridors are not acceptable in this day and age.
sorry, got to disagree again. there were many open levels, and while there were corridors, there werent too many as too destroy the games openess
i dont know whether to laugh or cry. IW said that their IW2.0 engine was built specially to do what you said here.
*More enemy Variety
This can also make things more dynamic and strategic. Some enemies should have more armor than others, requiring FMJ rounds, while some should be snipers...well, competent snipers. Juggernauts from Spec Ops should exist in the campaign, along with Ghille Snipers, adding increased challenge to the story.
juggernauts would have shot realism in the head with a shotgun at close range. they work in multiplayer, but not single. and snipers are competant. did you attempt the game on veteran? couldnt move without a sniper ullet up the jacksy
*Multi-Objective Spec Ops missions
Spec Ops is great and all, but more can be done with it. There should be more multi-objective missions so it feels more fleshed out. Some modes are fine the way they are like Wardriving (FUCKING HARD), Overwatch and many of the wave wefense missions. But missions like clearing a map of hostiles, or just reaching the green flares at the end of a stealth mission should be deeper and longer. Perhaps an op like sneaking into a building, then clearing out the hostiles, then defending your position until a helicopter comes to extract you.
yes. yesyesyesyes. YES.
i got so bored of just churning people up without really paying attention to the mode. or having a point of getting the 2 of you to split up, rather than sticking together and healing each other constantly.
Get Rid of Perks
Perks detract skill. Instead of relying on code that makes your hip fire more accurate, or your melee distance longer, lets just have matches based on skill without 10 people without stopping power on.
dont know about this one
i like being able to customise my style, but it took about 3 days for people to pull together a perfecty combination of perks to break the game for people that like to use SKILL
 

Mr. Omega

ANTI-LIFE JUSTIFIES MY HATE!
Jul 1, 2010
3,902
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I didn't really mind MW2 much at first, in fact, it was very fun for me. But as time went on, the annoyances began to show themselves.

The only real thing that pissed me off in single player was the ending that was screaming at the top of its lungs "BUY MODERN WARFARE 3!! COMING SOON!!", and I hate it when ANY game ends like that, not just this game.

Multiplayer was where the real issues were for me. Some things need to be reworked or downright scrapped for the next game. Noob tubes could work, if they are powered down.

Camping- I first mocked BFBC2 for no prone, now I think they have the right idea, because it makes camping much harder.

Killstreaks are overpowered once you get past 9 kills. Care packages give the unskilled any killstreak short of a nuke.

Nukes... My first suggestion is just get rid of them , but if not,I say make it so at least 3 people activate it before BOOM. person 1: order nuke, person 2: authorize nuke, peron 3: BOOM!, that way the team need more that just one skilled player for instant win. I'm so tired of facing a team that's getting dominated, but the ONE GOOD PLAYER JUST HAPPENS TO GET A NUKE.

Perks. I say keep them, but find a way to prevent certian combinations. I am so sick of guys with Marathon-Lightweight-Commando using a tactical knife, just running around knifing people. I like to refer to these players as The Flash; they have speed and nothing else. People who use One Man Army to resuply Noob tubes also grind my gears.

That's all I can think of for the moment.
 

The Cheezy One

Christian. Take that from me.
Dec 13, 2008
1,912
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I am Omega said:
Nukes... My first suggestion is just get rid of them , but if not,I say make it so at least 3 people activate it before BOOM. person 1: order nuke, person 2: authorize nuke, peron 3: BOOM!, that way the team need more that just one skilled player for instant win. I'm so tired of facing a team that's getting dominated, but the ONE GOOD PLAYER JUST HAPPENS TO GET A NUKE.
i get what your saying, but that implies that 3 people need to get 25 kill streak
which means 75 kills without a death
unless its dropped to about 15, which means a 45 kill streak overall. and thats far less likely, as it would mean people are HELPING EACH OTHER which would never happen on MW2
the main thing that annoyed me about multiplayer was that it discouraged sticking with another person, because it meant that you both died in the same burst
if staying in a group spread damamge around the group, plus gave you a small defence + attack bonus, it would be far more team based
 

NotAProdigy

New member
Sep 10, 2009
113
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Multiplayer needs a lot of patch up. There are a lot of gun glithces: The M9, M240, and MG4 all still display you as a red dot with a silencer on, the sights on a lot of guns are off/misaligned specifically the RDS with the FAL, the Deagle, the raffica, just to name a few.

And also there are some balance issues, like OMA giving infinite grenade launcher ammo, and some guns being completely useless, which seems trivial, but I just like the idea of having a use for all the guns instead of 1/3 of them.