News - Warzone 2i Feels Like An Overcorrection - Beta Opinions

And you might say, Hey, well, it avoids spawn trapping, yeah, but it also avoids the ability for me and my team to control the map and be rewarded for it. I would much rather manipulate and control spawns and the map in general than have it be random so that nobody feels like they're being punished or spawn trapped.

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I played the old cods. I know being spawn trapped sucks it up because the alternative is that it's random and you are never able to control it, which means you're less rewarded for good map awareness and teamwork. This is a massive overcorrection, instead of just having confidence in how the old games played and instead of providing reasonable tweaks to animations, actions, and movement.

We have something that is a massive overcorrection. In the wrong direction, the gameplay loop, the gameplay pacing felt random, and enemies felt inconsistent to fight enemies felt very slippery, and for me as somebody who with inconsistent performance and occasionally can absolutely go off in a Lobby skillbase matchmaking has me pretty scared this year.

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Yeah, I'm scared of having my ankles broken. I do not want to get good, Getting good at Call of Duty is not my personality; I enjoy Call of Duty for different reasons other than breaking cameras and being a general nuisance. I don't think the best course of action was to speed up players, make them harder to kill, and make people easier to detect all at once while putting a circular rotational spawn system on the maps that were designed for a linear predictable spawn trappier system, which, for lack of a better term, that's what I'll use, and there's so much nuance here, like how are you going to balance a longer time to kill and lower head shot multipliers on larger maps where people can head glitch, like how is that going to work if I see somebody up in the top building of derail or across the roof on flla?

and I'm wanting to shoot them and take them out before they snipe me or before they, you know, start firing an LMG into me, like in Modern Warfare 2 or in Call of Duty Ghost, where a lot of these maps were remade, or even in MW 2019. I could laser that person and take them out very quickly because the time to kill was so snappy and fast that speed was by design so that you weren't just overwhelmed by people abusing longrange weapons across large interesting maps, like a lot of you guys haven't played Derail in a long time if you think that 150 health and a larger average time to kill isn't going to make that map play like hell.

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We saw this in the larger Black Ops Cold War Maps, where players were essentially forced into using dmrs and lmgs, because why would I want to land six shots with an AR when I could you know two to three top people with a DMR or a sniper rifle? You might like that longer time to kill in medium- to close-range engagements with SMGs and ARs with the faster movement and everything that might feel really skill-based and cool, but there's a lot more to the OG MW2 maps than that.

That's why I think it's really disingenuous to let players play Rust during the beta, Derail, and Overpass. Are they going to play with this longer time to kill? a little concerned about that, and I think we all should be It's not a huge deal. I think the game will still be fun and enjoyable to play, and I'm excited to play it.

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I even had fun in Black Ops Cold War, and I think it has a lot. That game had a lot less going for it than this game does, but I can't help but see all these stacking functions as an overcorrection. They could have updated the game after the beta to speed things up and change the way things flow without making the game from the get-go so different with so many massive and sweeping changes from the previous title.

Modern Warfare 2 was pretty damn good. I just think it needed better maps, a better perk system, more consistent movement, and maybe lower headshot multipliers to make the game feel less melty. You can't just put red dots back on the mini map; you can't just add dead silence or increase the time to kill while adding these large OG MW2 maps with the wrong spawn system with the incorrect spawn system for the design of the maps.

An incompatible spawn system for the maps is a better way to go, and you can't just expect that to work. There's a lot of buzzwords that people want to hear, but I think if you really analyze it, they could have done this better; it could have been more tactically administered, and I really hate that it just feels like they panicked and overcorrected for marketing watching Call of Duty.

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Yying, you know Mouse flicking players and gameplay for marketing it it's weird and then when you get into skill-based matchmaking or engagement optimized matchmaking topics with these new mechanics I think we're going to have a very sweaty, messy feeling cod in terms of momentto moment gameplay it shows a lack of faith in the formula and a weird allegiance to a very small subsection, of the Call of Duty player base and I'm concerned that throughout the life cycle of the game if they notice that players are too fast and are you know ducking and Diving and slide cancelling too quickly and that maybe it's a little bit hard to manage they'll refuse to change it cuz they don't want the backlash from the people that want to break ankles and post cool clips of their gameplay to Tik Tok and I don't know I feel like it's the wrong move.

I look forward to the game. Like I said. I'm a huge fan girl for a lot of what they're doing, but I'm going to need to see some serious mechanical tuning, not just reductions and increases, some meticulous tuning—something that feels thought out and not like a massive abrasive. Overcorrection anyway; hopefully you guys understood my point.

I will be trying some new styles of editing and stuff soon, but I wanted to just get this commentary out for tonight, and I hope you all enjoyed it.

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