So while playing MW3 earlier today, I got tired of getting screwed by every manner of thing, and I said that if given the chance I could've led MW in a far better direction than IW did. My friend, who was in the part with me and a staunch defender of anything IW does challenged me with "Yeah right. What could you have done differently that could possibly better than what IW does?"
So I decided to come up to the plate and take my best swing at this. And I think I'm right; that I have in fact come up with a much better idea than IW came up with. Now I've decided to post it up to see what the rest of the world (Internet) thinks of it. I find the game has become too much about the "flash" and not enough about the substance or skill. I've gone more along the lines of MW1 and Black OPs than any of the other CoDs.
Keep with me; it'll be long since I go through and mention quite a few things, but I think its worth it.
So here we go.
General Notes
- The default melee attack is now a slower attack with the butt of your weapon that requires 2 hits to kill from full health. Has 0 range - must be physically touching target for it to work. Can be replaced by using certain attachments.
- Sniper rifles no longer have a reticule when not zoomed in, and can only fire accurately after fully looking through the scope.
- Players can longer Aim Down Sights (ADS) while switching to or from the prone position.
- Going prone is no longer instantaneous, and requires a full second animation.
- By default, hipfire with all weapons is twice as inaccurate as it is currently.
- Players will no longer spawn in a "danger" zone where a friendly player (team) or opposing player (FFA) has just died.
- Hand grenades do slightly more damage.
- Tactical Insertions can no longer can be used in FFA.
- Killstreak points no longer carry over in-between rounds for multi-round games, though saved KSRs will still be usable.
- Completing objectives and destroying enemy KSRs count towards your KSRs in addition to kills.
Available Attachments for Weapon Classes
Assault Rifles - Only 1 Underbarrel Attachment may be used at time, even if "Bling" is selected as Perk 1.
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
FMJ - Improves Bullet Penetration
Extended Magazines
Laser Sight - Improves hipfire
Silencer - Prevents gunfire from showing on radar, significantly reduces damage over range
Foregrip - Reduces kick and recoil (Counts as Underbarrel)
Heartbeat Sensor
Underbarrel Grenade Launcher
Underbarrel Masterkey Shotgun
Bayonet - Replaces default melee with faster OHKO knife attack (Counts as Underbarrel)
SMGs
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
FMJ
Extended Magazines
Laser Sight
Silencer
Foregrip
Tactical Knife - Replaces default melee attack with faster OHKO knife attack
LMGs
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
Foregrip
Silencer
FMJ
Extended Magazines
Laser Sight
Tactical Knife
Shotguns
Red Dot Sight
Holographic Sight
ACOG Scope
Thermal Sight
Foregrip - Semi-Auto/Automatic Only
Faster Action - Pump Shotguns Only, Reduces time between shots
Extended Magazine
Flechette Shots - Same as FMJ
Laser Sight
Tactical Knife
Sniper Rifles
Variable Zoom Scope
ACOG Sight
Red Dot Sight
Thermal Sight
FMJ
Silencer
Extended Magazine
Foregrip - Semi-Auto Only
Straight Pull Bolt - Bolt Action only, Less time between shots
Tactical Knife
Handguns
Extended Magazine
Akimbo
Silencer
Laser Sight
Tactical Knife
FMJ
Now we get to meat of the matter; what would the weapons, perks and killstreaks be? What would classes ultimately look like? Because thats all you're probably waiting for. So here we go.
Classes would consist of:
Primary Weapon + Attachments
Secondary Weapon/Launcher + Attachments
Lethal Equipment
Tactical Equipment
Perk 1
Perk 2
Perk 3
Killstreak Selection
Primary Weapons
Assault Rifles
M4A1 - Automatic, Moderate Damage, Moderate Recoil, Low ROF
M16A4 - Burst Fire, High Damage, High Recoil
SCAR-H - Automatic, Moderate Damage, Low Recoil, Moderate ROF
FAMAS G2 - Automatic, Low Damage, Low Recoil, High ROF
G36c - Automatic, Moderate Damage, Moderate Recoil, Moderate ROF
AK47 - Automatic, High Damage, High Recoil, Moderate ROF
M14 - Semi-Automatic, High Damage, Moderate Recoil, Moderate ROF
FN FAL - Semi-Automatic, Moderate Damage, Low Recoil, High ROF
L85A2 - Moderate Damage, Low Recoil, Low ROF
SMGs - All Automatic
MP5 - Moderate Damage, Moderate Recoil, Moderate ROF
UMP45 - Moderate Damage, Low Recoil, Low ROF
AK74u - High Damage, High Recoil, High ROF
MP7 - Moderate Damage, Low Recoil, Moderate ROF
PP90 - Low Damage, Low Recoil, High ROF
LMGs
MG36 - High Damage, High Recoil, Low ROF
M249 SAW - High Damage, High Recoil, Moderate ROF
L86 - Moderate Damage, Moderate Recoil, Moderate ROF
M60 - High Damage, High Recoil, High ROF
Shotguns
SPAS-12 - Pump Action, High Damage, Moderate Spread
Striker - Semi-Auto, Moderate Damage, High Spread
USAS12 - Automatic, Low Damage, Moderate Spread
M1014 - Semi-Autp, High Damage, Moderate Spread
Sniper Rifles
M40 - Bolt Action, High Damage, High Recoil
Barret .50 Cal - Semi-Auto, High Damage, High Recoil
Draqnouv - Semi-Auto, Moderate Damage, Moderate Recoil
MSR - Bolt Action, High Damage, High Recoil
Secondaries
Handguns
USP - Low Damage, Semi-Auto
.44 Magnum - Revolver, High Damage
Five-Seven - Semi-Auto, Low Damage
Desert Eagle - Semi-Auto, High Damage, High Recoil
G18 - Automatic, Low Damage, Moderate Recoil
Launchers
Stinger - Vs. Aircraft Only
Javelin - Ground and Air Lock-On
RPG - Dumb Fire
XM25 - Airburst Grenade Launcher
Lethal Equipment
Frag Grenade x1
Semtex x1
Throwing Knife x1
Tactical Equipment
Flashbang Grenade x2
Concussion Grenade x2
EMP Grenade x1
Smoke Grenade x1
Trophy System
Tactical Insertion
Scrambler
Perk 1 - Equipment Perks
C4 x2 - Carry 2 Blocks of C4; Pro - Carry 4 Blocks of C4
Claymore x1 - Carry a Claymore; Pro - Carry 2 Claymores
Bling - 2 Attachments for Primary; Pro - 2 Attachments for Secondary
Bomb Squad - Delay tripping enemy explosives; Pro - See all enemy equipment
Scavenger - Pick up ammo from enemies; Pro - Start with more ammo
Bang Chucker - Start with an extra lethal equipment; Pro - Start with an extra tactical grenade (Tactical Insertion does not count)
Perk 2 - Player Perks
Hardline - Earn KSRs 1 Kill Earlier; Pro - Every 2 Assists Counts as a Kill
Assassin - Invisible to UAV, Thermal, Heartbeat Sensor; Pro - Ignore Effects of CUAV, No Red Name
Blind Eye - Invisible to Aircraft, Sentry Guns; Pro - Do more damage to enemy KSRs
Blast Shield - Reduced Explosive damage; Pro - Ignore EMP effects, Reduced Flash/Stun effect
Sleight of Hand - Reload Faster; Pro - Swap weapons faster
Quick Draw - ADS faster (Does not affect Snipers); Pro - Use equipment faster
Perk 3 - Physical Perks
Extreme Conditioning - Run farther; Pro - Mantle Objects faster
Ninja - Make less noise; Pro - Take no fall damage
Steady Aim - Better hipfire; Pro - Less flinch when shot
Marksman - Longer hold breath; Pro - Spot enemies from farther away
Commando - Move faster in ADS; Pro - Melee faster
Wiretapping - Enemies are louder; Pro - See direction of all incoming enemy KSRs and their current targets
Killstreak Options - Killstreaks are a hybrid of Black OPS and MW3. You have a KSR setup for each class, but they reset after each death. KSRs do not stack with each other. I'll explain some of the more nebulous KSRs along the way.
3 Kills - UAV
4 Kills - Counter UAV
5 Kills - Decoy Care Package
5 Kills - Care Package - Can contain any KSRs, or may have Ballistics Vests or Team Ammo in it
5 Kills - Predator Missile
6 Kills - Sentry Gun
6 Kills - IMS
6 Kills - Precision Airstrike
7 Kills - Attack Helicopter
7 Kills - Sam Turret
8 Kills - Recon Drone
8 Kills - Stealth Bomber
9 Kills - Satellite Scan - Shows enemy location and direction. Ignores Assassin. Cannot be shot down except by EMP.
9 Kills - Escort Airdrop - Osprey drops multiple Care Packages, fires at enemy players that come near them
9 Kills - Strafe Run
10 Kills - Pave Low
10 Kills - Juggernaut - Airdrop a Juggernaut suit with a Riot Shield and G18
12 Kills - Chopper Gunner - Be the door gunner of a helicopter
15 Kills - AC-130
18 Kills - EMP
25 Kills - Broken Arrow - Computer controlled 30 Seconds long barrage of precision airstrikes, missiles and air support that targets enemy players and air support
So what do you think?
So I decided to come up to the plate and take my best swing at this. And I think I'm right; that I have in fact come up with a much better idea than IW came up with. Now I've decided to post it up to see what the rest of the world (Internet) thinks of it. I find the game has become too much about the "flash" and not enough about the substance or skill. I've gone more along the lines of MW1 and Black OPs than any of the other CoDs.
Keep with me; it'll be long since I go through and mention quite a few things, but I think its worth it.
So here we go.
General Notes
- The default melee attack is now a slower attack with the butt of your weapon that requires 2 hits to kill from full health. Has 0 range - must be physically touching target for it to work. Can be replaced by using certain attachments.
- Sniper rifles no longer have a reticule when not zoomed in, and can only fire accurately after fully looking through the scope.
- Players can longer Aim Down Sights (ADS) while switching to or from the prone position.
- Going prone is no longer instantaneous, and requires a full second animation.
- By default, hipfire with all weapons is twice as inaccurate as it is currently.
- Players will no longer spawn in a "danger" zone where a friendly player (team) or opposing player (FFA) has just died.
- Hand grenades do slightly more damage.
- Tactical Insertions can no longer can be used in FFA.
- Killstreak points no longer carry over in-between rounds for multi-round games, though saved KSRs will still be usable.
- Completing objectives and destroying enemy KSRs count towards your KSRs in addition to kills.
Available Attachments for Weapon Classes
Assault Rifles - Only 1 Underbarrel Attachment may be used at time, even if "Bling" is selected as Perk 1.
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
FMJ - Improves Bullet Penetration
Extended Magazines
Laser Sight - Improves hipfire
Silencer - Prevents gunfire from showing on radar, significantly reduces damage over range
Foregrip - Reduces kick and recoil (Counts as Underbarrel)
Heartbeat Sensor
Underbarrel Grenade Launcher
Underbarrel Masterkey Shotgun
Bayonet - Replaces default melee with faster OHKO knife attack (Counts as Underbarrel)
SMGs
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
FMJ
Extended Magazines
Laser Sight
Silencer
Foregrip
Tactical Knife - Replaces default melee attack with faster OHKO knife attack
LMGs
Red Dot Sight
Holographic Sight
ACOG Sight
Thermal Sight
Foregrip
Silencer
FMJ
Extended Magazines
Laser Sight
Tactical Knife
Shotguns
Red Dot Sight
Holographic Sight
ACOG Scope
Thermal Sight
Foregrip - Semi-Auto/Automatic Only
Faster Action - Pump Shotguns Only, Reduces time between shots
Extended Magazine
Flechette Shots - Same as FMJ
Laser Sight
Tactical Knife
Sniper Rifles
Variable Zoom Scope
ACOG Sight
Red Dot Sight
Thermal Sight
FMJ
Silencer
Extended Magazine
Foregrip - Semi-Auto Only
Straight Pull Bolt - Bolt Action only, Less time between shots
Tactical Knife
Handguns
Extended Magazine
Akimbo
Silencer
Laser Sight
Tactical Knife
FMJ
Now we get to meat of the matter; what would the weapons, perks and killstreaks be? What would classes ultimately look like? Because thats all you're probably waiting for. So here we go.
Classes would consist of:
Primary Weapon + Attachments
Secondary Weapon/Launcher + Attachments
Lethal Equipment
Tactical Equipment
Perk 1
Perk 2
Perk 3
Killstreak Selection
Primary Weapons
Assault Rifles
M4A1 - Automatic, Moderate Damage, Moderate Recoil, Low ROF
M16A4 - Burst Fire, High Damage, High Recoil
SCAR-H - Automatic, Moderate Damage, Low Recoil, Moderate ROF
FAMAS G2 - Automatic, Low Damage, Low Recoil, High ROF
G36c - Automatic, Moderate Damage, Moderate Recoil, Moderate ROF
AK47 - Automatic, High Damage, High Recoil, Moderate ROF
M14 - Semi-Automatic, High Damage, Moderate Recoil, Moderate ROF
FN FAL - Semi-Automatic, Moderate Damage, Low Recoil, High ROF
L85A2 - Moderate Damage, Low Recoil, Low ROF
SMGs - All Automatic
MP5 - Moderate Damage, Moderate Recoil, Moderate ROF
UMP45 - Moderate Damage, Low Recoil, Low ROF
AK74u - High Damage, High Recoil, High ROF
MP7 - Moderate Damage, Low Recoil, Moderate ROF
PP90 - Low Damage, Low Recoil, High ROF
LMGs
MG36 - High Damage, High Recoil, Low ROF
M249 SAW - High Damage, High Recoil, Moderate ROF
L86 - Moderate Damage, Moderate Recoil, Moderate ROF
M60 - High Damage, High Recoil, High ROF
Shotguns
SPAS-12 - Pump Action, High Damage, Moderate Spread
Striker - Semi-Auto, Moderate Damage, High Spread
USAS12 - Automatic, Low Damage, Moderate Spread
M1014 - Semi-Autp, High Damage, Moderate Spread
Sniper Rifles
M40 - Bolt Action, High Damage, High Recoil
Barret .50 Cal - Semi-Auto, High Damage, High Recoil
Draqnouv - Semi-Auto, Moderate Damage, Moderate Recoil
MSR - Bolt Action, High Damage, High Recoil
Secondaries
Handguns
USP - Low Damage, Semi-Auto
.44 Magnum - Revolver, High Damage
Five-Seven - Semi-Auto, Low Damage
Desert Eagle - Semi-Auto, High Damage, High Recoil
G18 - Automatic, Low Damage, Moderate Recoil
Launchers
Stinger - Vs. Aircraft Only
Javelin - Ground and Air Lock-On
RPG - Dumb Fire
XM25 - Airburst Grenade Launcher
Lethal Equipment
Frag Grenade x1
Semtex x1
Throwing Knife x1
Tactical Equipment
Flashbang Grenade x2
Concussion Grenade x2
EMP Grenade x1
Smoke Grenade x1
Trophy System
Tactical Insertion
Scrambler
Perk 1 - Equipment Perks
C4 x2 - Carry 2 Blocks of C4; Pro - Carry 4 Blocks of C4
Claymore x1 - Carry a Claymore; Pro - Carry 2 Claymores
Bling - 2 Attachments for Primary; Pro - 2 Attachments for Secondary
Bomb Squad - Delay tripping enemy explosives; Pro - See all enemy equipment
Scavenger - Pick up ammo from enemies; Pro - Start with more ammo
Bang Chucker - Start with an extra lethal equipment; Pro - Start with an extra tactical grenade (Tactical Insertion does not count)
Perk 2 - Player Perks
Hardline - Earn KSRs 1 Kill Earlier; Pro - Every 2 Assists Counts as a Kill
Assassin - Invisible to UAV, Thermal, Heartbeat Sensor; Pro - Ignore Effects of CUAV, No Red Name
Blind Eye - Invisible to Aircraft, Sentry Guns; Pro - Do more damage to enemy KSRs
Blast Shield - Reduced Explosive damage; Pro - Ignore EMP effects, Reduced Flash/Stun effect
Sleight of Hand - Reload Faster; Pro - Swap weapons faster
Quick Draw - ADS faster (Does not affect Snipers); Pro - Use equipment faster
Perk 3 - Physical Perks
Extreme Conditioning - Run farther; Pro - Mantle Objects faster
Ninja - Make less noise; Pro - Take no fall damage
Steady Aim - Better hipfire; Pro - Less flinch when shot
Marksman - Longer hold breath; Pro - Spot enemies from farther away
Commando - Move faster in ADS; Pro - Melee faster
Wiretapping - Enemies are louder; Pro - See direction of all incoming enemy KSRs and their current targets
Killstreak Options - Killstreaks are a hybrid of Black OPS and MW3. You have a KSR setup for each class, but they reset after each death. KSRs do not stack with each other. I'll explain some of the more nebulous KSRs along the way.
3 Kills - UAV
4 Kills - Counter UAV
5 Kills - Decoy Care Package
5 Kills - Care Package - Can contain any KSRs, or may have Ballistics Vests or Team Ammo in it
5 Kills - Predator Missile
6 Kills - Sentry Gun
6 Kills - IMS
6 Kills - Precision Airstrike
7 Kills - Attack Helicopter
7 Kills - Sam Turret
8 Kills - Recon Drone
8 Kills - Stealth Bomber
9 Kills - Satellite Scan - Shows enemy location and direction. Ignores Assassin. Cannot be shot down except by EMP.
9 Kills - Escort Airdrop - Osprey drops multiple Care Packages, fires at enemy players that come near them
9 Kills - Strafe Run
10 Kills - Pave Low
10 Kills - Juggernaut - Airdrop a Juggernaut suit with a Riot Shield and G18
12 Kills - Chopper Gunner - Be the door gunner of a helicopter
15 Kills - AC-130
18 Kills - EMP
25 Kills - Broken Arrow - Computer controlled 30 Seconds long barrage of precision airstrikes, missiles and air support that targets enemy players and air support
So what do you think?