What do you wanna or Dont wanna see in MW3

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Still Life

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Sep 22, 2010
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IBlackKiteI said:
Still Life said:
Can't say I want MW3, at all.

I have Black Ops and I really enjoy it. But, for me the market has become over-saturated to the point where the novelty and interest has totally eroded.

It is like when I was a kid, only having coke on very special occasions. When I got my own money and could buy coke regularly, it just became an over-priced and unhealthy drink. Still great every now and then, but nothing special.

COD is like coke to me.
Best analogy ever, and if the guy in your profile pic is who I think it is then you win a medal.
Thank you!

Josh Homme? My guitar idol.

I'd also like to add: I'm really tired of racism in these games. I had to suffer a self-righteous Australian redneck in my last game.
 

mb16

make cupcakes not bombs
Sep 14, 2008
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1:bigger maps for real sniping
2:swap out the killstreaks that bring in a vehicle for actual vehicles on the map.
3:guns are more specialised, so SMGs are close range, assault rifles are med, snipers are long and LMGs are good when stationary
4: no stupid perks like being able to detect explosives magically, ones like holding 2 primary guns are ok
5: no stupid attachments like heartbeat sensors, scopes and launchers are fine
6:explosives have a smaller but more deadly blast radius
7:walls can be destroyed

oh wait that is just bad company 2

EDIT: something else i would like is that you have a "secondary slot" not a "secondary weapon" and depending on what you choose varies how fast you can move and do actions like this slot can have either a:
-a range of normal pistols. that doesnt slow you down at all
-carbine. like a M4 carbine that slows you down a bit
-launcher. AA or AT slows you down more
-extra body armour. makes you harder to kill but rather slow
-radio which allows for mortar strikes. makes you the slowest you can but allows for a BC2 mortar strike
 

Wintermoot

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Aug 20, 2009
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WANT: longer SP that justifies the 60$ price tag,Zombie Mode, double barrel shot gun,ballance the weapons (its impossible for first time players to make any kills while the other players (that played it from the release) are armed with the BFG 9000), keep the Akimbo it looks awesome,maybe some humor, original story (not a re -hash of WWII)
DO NOT WANT: the game this year come on guys its not a race,DO NOT emphasize on the MP
 

Griphphin

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Jul 4, 2009
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I'd like Treyarch in development, please. Or barring that (as the franchise is generally traded off every time) not Infinity Ward. Black Ops has been superbly supported post-launch by Treyarch, who have done in every patch more than IW's done with both MW and MW2. And they have had a lot of patches. They fix things that I never see happen, before I see them happen. In MW2 we're lucky to get the glaring flaws patched months after the fact.
 

LaMer

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Dec 23, 2010
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I would love to see the return of Spec Ops, a longer campaign, and offline multiplayer with bots.
 

Lord Beautiful

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Aug 13, 2008
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I'd like a single player campaign without infinitely respawning enemies. It was that shit that put me off of the series in the first place.
 

KarlMonster

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Mar 10, 2009
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The came costs $60. You can only play on IW servers. Extra maps cost more money. And from what I'm hearing from you guys, IW is ineffective at game balance and restricting cheating. Is that about right?

MW3 should come with a test for player sanity.

Spencer Petersen said:
3. Give fully-automatic weapons realistic recoil to balance them.
4. Remove the overeliance on iron-sights.
6. Remove sniper sway or add it to all weapons to balance.
7. Allow us to set up tri/bipods for increased accuracy for Sniper Rifles and LMGs at the cost of mobility.
8. Let us customize our level of body armor and equipment, with drawback for our choices.
9. Make perks have a drawback to balance them.
10. Make headshots only apply for heavy caliber weapons (maybe also depending on if you wear a helmet)
11. Make pistols a viable weapon choice.
16. Make the weapons feel unique.
21. Make my character stats change on weapon choice. Heavy weapons slow movement but increase explosive resistance. Light loadouts hold weapons steadier but suffer increased recoil.
An impressive laundry list that includes many things that are wrong with FPS's. However, would you please elaborate further? While I do applaud your issues, many of these are contradictory as stated. I personally prefer iron sights; sight radius is a fundamental component of accuracy - but the weapon's accuracy should therefore be limited by its sight radius. Were it up to me, using iron sights would include sway and reloading would take much more time to accomplish. It sounds like you want sniping to be easier but heavy weapons to be harder. I think sniper rifles should be treated as heavy weapons (or done away with altogether) since most modern ones are quite heavy. I also baffled by #21 - people carrying heavy weapons should not be human?

22. People carrying sniper rifles or heavy weapons should not be able to jump.
 

Spencer Petersen

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Apr 3, 2010
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KarlMonster said:
I also baffled by #21 - people carrying heavy weapons should not be human?
Well, in the world of physics, the heavier an object, the less prone to sudden acceleration said object will be. Assuming the major damaging force behind explosives in COD are from sudden acceleration and pressure waves and not shrapnel, having more equipment would likely make you more resilient to pressure waves.

Oh, and another thing: Add a flame mechanic that actually works. Blops fire physics seemed completely arbitrary, with me suddenly bursting into flame because I had the audacity to walk through a building that had napalm on the roof.
 

KarlMonster

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Mar 10, 2009
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Spencer Petersen said:
Well, in the world of physics, the heavier an object, the less prone to sudden acceleration said object will be. Assuming the major damaging force behind explosives in COD are from sudden acceleration and pressure waves and not shrapnel, having more equipment would likely make you more resilient to pressure waves.
[Meaning no disrespect here, I'm just trying to pick your brains with blunt instruments]
Huh. I wasn't aware there was such a gameplay mechanic. Without specifics, however, I counter that a shock/concussion wave is always more destructive closer to the source. Furthermore, people weighted down with heavy objects (unless they are shielded by said equipment) should take more damage from shrapnel. The reason for this is that the velocity difference between shrapnel and HW guy may be greater than the velocity difference between shrapnel and the grunt who got tossed across the room by the blast. I have to qualify that with a "may be" because shrapnel arguably travels with the shockwave, although it probably falls behind quite soon owing to air resistance.

Is there a situational reason for disputing susceptibility to fragmentation devices? Open environment versus closed room perhaps? I'm curious as to the motivation for the desired change.

I forgot something earlier. Here are some unique weapon characteristics;
- amazingly hot fore-end grips owing to non vented plastic design
- long reload times (which will never, ever be implemented)
- awkward control placement (longer reload)
- sight radius (affects accuracy)

I really, really, do like that the FAL finally appeared in an FPS. Since the NATO mod for TCR6 (yes, way back when), I have always considered weapon diversity to be "pure win". Yet, for the FPS that streamlines reload times into the realm of fantasy, my short list of weapon idiosyncrasies are mostly non-starters. Aside from the weapon appearance and unique sights, what weapons characteristics would you like to see?

[No, I'm not a game developer, I just want to know what you think.]