Oafman said:
If WAW used the same system as UO of respawning explosives/antitank weapons or emplacements then the addition of tanks would have been more balanced.
Again how can you comment on Treyarch's design without having played WAW in which at least two levels start with both teams in grenade distance of each other.
Yes some levels give one team a small advantage, but if on creek the skilled sniper was on the other side then he would still be able to stop the opposing team from advancing. You reason that having a good player swings the game in that teams favour (which is obviously correct). However you reason that its the level that makes the player good, if the player was that skilled it wouldn't matter which team he was on, he could still sway the game.
I agree that shipment was a stupid level, but if you played the 6v6 games it was never in the map rotation, it was meant mainly for cage matches or very small matches.
I know how the respawn system works, my argument was that the level design was so bad that the respawn points are in open places, often directly in enemy crosshairs.
CoD5 uses a perk system, correct? Well, why aren't you using explosives as one perk? Don't tell me you're one of those CoD4 snipers that demand that others use explosives because they don't want to lose their precious claymores/UAV jammer combination. If you are, then you have no right to complain.
Sigh.. I'm basing it no my previous experience with treyarch, once I've finished downloading I'll actually comment on the levels.(if it's worth it, I'll buy it)
CoD4 had 3 levels(maybe one or two others) where the teams
didn't start within grenade distance of each other.(creek, broadcast and carentan)
Some levels give one team a
small advantage? I'll use the TDM default spawn locations for the levels I know the name of:
Crash - OpFor spawn is easiest to defend.
Downpour - High ground MG
Creek - Spetznas spawn, three snipers or one skilled sniper can stop the entire enemy team.
Wet works - one team has better sniping locations and lower crates to hide behind. Also has a larger area of the ship visible.(spetznas IIRC)
Ambush - Marines have advantage, more locations to snipe from and smaller entrances to the spawn.(yes, I know the right side of the spawn has a large open area, but it is easy to defend)
Bog - OpFor, wins this every time. Unless OpFor is filled with idiots and allows the marines to leave their spawn.
In creek that sniper would be useless on the SAS spawn. Every location he can come from is covered by the Spetznas snipers on that roof.
PC gamer, which means that
all the maps are too small because of most PC gamer's egos. They had to have more players in a server than those "filthy console children"(not my words, I'm a pc gamer but I love my 360). There were maybe 30 servers with a 10-16 player limit in the 10,000 servers I had available one hour ago.(which means a thousand FFA servers with 50~ players, two or three thousand servers with 40 players and seven or eight thousand servers with twenty to thirty players.
Probably missed something
again but this time I can't be bothered to check. I'll also wait for CoD5 to finish and run around in some offline multiplayer maps before replying.