Forum Discussion
Nice memo and promising improvements announced. Hope all will be "quiet at the westernfront"again.. Much appreciated!
So as I understand DICE still wants to nerf SMGs range further and buff somewhat semi-autos... for the idea to better separate weapon classes and their use.
There is only one problem with this: you CANNOT penalize weapons enough close-quarters which have a good range.
Having a gun with a longer range will always be an advantage. Period.
- 6 years ago
@GUTENTAAAAGI'd argue that it depends on the map and tactical play style of the individual or group. You can counter long range with smoke, stealth and or light armored vehicle to get into range. I find you cant reliably counter weapons like the 2A due to the rate of fire and exaggerated range/accuracy it currently has unless you switch to medic for a fast firing SMG or a 2A of your own. I'm not hounding 2A either, I like using it, but I don't like being forced to switch roles to deal with one. Semi-auto are difficult to use in CQC, so the penalty exists already, the only weapon I'd worry about becoming the dominant one is maybe STG44 since its got good range, damage and rate of fire for CQC.
OT: Love to see more versatility in weapon configuration / specialization / modification. The 5-6 choices are severely limited and frankly boring, I would bet that the vast majority of STG44 users have the exact same configuration. Been a Battlefield devote since BF Vietnam, so this pains me to say that Call of Duty: Modern Warfare is doing justice to unique load outs that make me spend hours trying configurations to get an edge.
Also improvisations not necessarily meant for the weapon but increases lethality or adds tactical advantage, it almost becomes a game within a game, like the Oil can suppressor for the .50 cal handgun in CODMW.. ok never again will I mention COD (spits).
- 6 years ago
New maps, new weapons, new vehicles ...very nice.
Now we need to talk about cheating....- -SAGA-lQoQl6 years agoNew Traveler
- 6 years ago
Agreed