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A soldiers trek through Hell.
Skorpius47's Super-Long, Mega-Balanced Modern Warfare 2 Gameplay/Weapon/Equipment/Perk/Killstreak Changes List

General Gameplay Mechanics:

Aiming Down Sights (ADS) - Will not cause bullets to be pinpoint accurate unless you are using a Sniper Rifle, but will reduce recoil.
Reason: Many other weapons can effectively "out snipe" sniper rifles in long-range combat.
Pros: Sniper Rifles will become more viable in long-range combat and be open to be used by more players. Bullet Spray is a viable statistical consideration for weapon choice.
Cons: Snipers may become more powerful, causing more players to camp more often in larger maps.

Melee Attack - If two players melee each other within a very small time frame, both players are killed by the other.
Reason: Lag, latency, whatever. This change would somewhat balance out Kniferunners and latency in general.
Pro: It worked for Halo 3, so it should work here. It would fix a lot of BS.
Con: Some people still think it's BS in Halo 3, but they're just cry babies.

Grenade Launcher Attachments / Thumper - Any grenades shot from these weapons during the first 10 seconds of Round-based gametypes will resullt in a dud.
Reason: Immediate "tube spam" into the opposing spawn can net several kills. It was done by Treyarch in World at War.
Pro: Everything.
Con: None.



Playlists:

Hardcore Gametypes - Killstreaks are locked into a default (3-5-7) or disabled altogether.
Reason: It's hardcore. The idea of Hardcore mode is "skill over strategy", why should my Predator, Harrier, Chopper Gunner lead to me being top score of the game when all I did was kill 4 guys with my gun?
Pro: By limiting Killstreaks, more tactical thinking and strategizing is required to gain more kills.
Con: No Nukes, suckas.


Headquaters - Activation Delay dropped to 15 seconds. XP is gained for control even when you've been killed.
Reason: 30 seconds allows for teams to set up a major defense and camp them out for kills and, because you don't earn XP when you're dead, there's no incentive to capture it.
Pro: Headquaters becomes the decent gametype it used to be.
Con: None.


3rd Person Team Tactical - A: Team Deathmatch removed; Sabotage and Headquaters added. B: Objectives on Rust are removed from rotation. Karachi and Skidrow added.
Reason A: These gametypes do not require 8-player teams and would be fun in 4-player 3rd Person teams.
Reason B: Rust is too small for objectives. These other maps are small enough to accomodate the gameplay of 3PTT but are large enough to play objectives properly.
Pro: 3PTT gets more variety and more tactical by having more objectives and less killkillkill.
Con: More opportunities for players to not like something, and giving them more excuses to drop out of games.

Mosh Pit - Removed. Replaced with a first-person Team Tactical.
Reason: Mosh Pit is basically Team Tactical with too many players. 3PTT is a good playlist, but people are turned off by the 3rd Person view.
Pro: People can play Team Tactical in first person view.
Con: None.

Team Deathmatch Express - Removed altogether. Replaced with 3rd Person Team Deathmatch.
Reason: It's stupid. "shorter time between matches." Okay, so what?
Pro: Having it in Third Person makes it more interesting and gives it diversity, setting it apart from the rest of the playlists outside of "shorter time between matches."
Con: None.

All Objective modes - Player count reduced to 6-10.
Reason: 6 people per team is way too much on the smaller maps, and 4 per team is too few on the larger ones.
Pro: Less ********. 2 less people camping, tubing, knifing, or lagging.
Con: Bigger maps may feel empty, smaller maps may still feel cramped.

All side-based objectives - Killstreaks are reset once sides are swapped.
Reason: Defending teams have a huge advantage by not having an objective to seek out and thus are able to get Killstreaks more often than Attackers by defending locations. Once the sides are swapped, the previously defending team still has an advantage by having Killstreaks at their disposal, and can spawnlock the opposing team in many maps and gamemodes.
Pro: This change makes gametypes like Capture the Flag and Demolition more balanced and fair to those who start as attackers.
Con: I see no cons whatsoever.

Demolition - The Tie Breaker round requires only one site to be destroyed, but has a shorter time limit.
Reason: The defending team during a Tie Breaker has the advantage by not having objectives to seek out. Players will often times drop out if they are Attacking during a Tie Breaker round.
Pro: Both teams will have an equal chance of winning the tie breaker.
Con: Possible bomb rush with Marathon/Lightweight" to both bomb sites, but good teamwork and communication can circumvent that strategy.

Capture the Flag - The Tie Breaker round requires only one flag capture and rewards a Win to the first team to do so.
Reason: TThe Win is rewarded to team to touch the opposing flag. This prevents any tactical gameplay or strategy to be utilized outside of "Marathon/Lightweight/SMG."
Pro: CTF games that come to a Tie Breaker will become more involved and exciting, giving players a feeling of accomplishment.
Con: Games could be drawn out longer than necessary, but a shorter time limit, such as 2 minutes instead of 5, will solve this issue.


Weapons:
Shotguns - Switched back to being catagorized as Primary weapons.
Reason: Shotguns are too powerful and outclass most other Secondary Weapons
Pro: This change will prevent weapons like Handguns andIt also opens up the viability of the Shotgun attatchment of Assault Rifles, which is currently rendered nearly useless because Shotguns can be paired with Assault Rifles anyway.
Con: I can't think of any, heh.


Riot Shield - Having the Riot Shield equipped gives 25% Explosive Damage Reduction. Dropping the Shield will remove the effect.
Reason: The Riot Shield is reletively weak in almost every combat situation you will encounter. The only viable use of the Riot Shield is Bomb Site B (airplane) in Demolition on Terminal or become an Air Support distraction.
Pro: Having an automatic Blast Shield will give an incentive for players to use the shield more often, allowing the user to be a better sponge.
Con: Riot Shield classes could become as annoying as Knife Runners.

Grenade Launcher Attachment - Disables PERK 1.
Reason: Various balance issues with Grenade Launchers and Scavenger / One Man Army.
Pro: Viability of Thumper rises, allowing one to utilize an Assault Rifle with Shotgun Attachment and Thumper for an effective Commando-style class. Thumper is balanced due to incompatibility with One Man Army and Scavenger requiring movement.
Con: None.

Equipment:
Blast Shield - Completely removed. Explosive Damage Reduction added to Danger Close Pro's Effect.
Reason: The Blast Shield is almost useless. There are way too many disadvantages (no HUD, reduced vision) for such a niche defense that barely works anyway.
Pro: Other equipment can be unlocked earlier to take place of Blast Shield.
Con: None, whatsoever.

C4 - Unlocked at Level 19 to take place of Blast Shield.
Reason: C4 is not so powerful that it needs to be unlocked at Level 43. At least give players something to defend their objectives with.
Con: Possible C4 spam at earlier levels? Probably not.

Smoke Grenades - When in the area of smoke, radar becomes fuzzed exactly like Scrambler. The closer you get to the grenade itself, the more fuzzed you get.
Reason: Smoke Grenades are just not powerful enough to be used outside of objectives, and even then they have disadvantages. You have to be in the middle of the smoke to be obscured, or you'll be a dark sillohouette on a light gray background.
Pro: This allows Smoke Grenades to be used in more tactical situations and allows players alternative ways to utilize them. This will also boost the effectiveness of Scrambler, which is arguably the worst perk ever.
Con: Smoke spam could be outragously annoying, but also outragously hilarious.



Perks and Deathstreaks

Deathstreaks - Comeplete removed.
Reason: These are silly and pointless. The effectiveness of these Deathstreaks is nothing, and their only purpose was to have a place to put Juggernaut and Martyrdom.
Pro: Removing redundancy is a good thing.
Con: Copycat is a great Deathstreak for lower levels, but it's stil very situational and the default classes are still pretty good.

Marathon - Pro Effect replaced with Lightweight Pro's effect of Quick Aim after sprinting.
Reason: Resuffling of effects because I'm ******** with the Perks.
Pro: The effects work well together.
Con: Might be a bit too powerful.

Lightweight - Pro Effect instead weapon mobility restrictions.
Reason: This makes more sense and can be used more than "Quick aim after sprinting."
Pro: LMGs become a more viable option by sacrificing Power for Speed.
Con: Riot Shields get really goofy. Perhaps

Hardline - Pro Effect replaced with Danger Close Pro, giving Killstreaks increased damage.
Reason: Deathstreaks no longer exist, and this pairing make sense.
Pro: Would give more incentive to use Hardline over Stopping Power.
Con: None.

Danger Close - Pro Effect instead gives users a 25% Explosive Damage resistance.
Reason: Reshuffling of effects because I'm ******** with the Perks.
Pro: Allows Danger Close to be used outside of Grenade Spam.
Con: It won't be used outside of Rocket Spam.

New Perk - Juggernaut added to PERK 2. Bullet Damage reduced by 25%. Juggernaut Pro's Effect reduces damage done against your Killstreaks by 25%.
Reason: Balance issues with Stopping Power. Pre-pro acts like WaW Juggernaut, Pro Pro counters SP Pro.
Pro: The definitve counter to Stopping Power.
Con: Rage over Juggernaut will ensue, since Painkiller still causes people to whine and complain.

Scrambler - Scrambler Pro's effect instead acts like a personal EMP Field, disabling all electronics in the player area, including the user's equipment and gear.
Reason: Scrambler sucks, and this would make sense.
Pro: Claymores, C4, Launcher Lock-on, Red Dot, Holo, and Heartbeat Sensor become unusable when in the field of Scrambler.
Con: May be a bit overpowered, figure having it affect the user would compensate. Also sort of overshadows Ninja.

Last Stand - Players in Last Stand can be revived by a teammate that is also using Last Stand.
Reason: Second Chance was a very tactical perk and allowed teams to utilize an alternative strategy.
Pro: Search and Destroy plays a lot differently, more teammwork and gets campers out in the open so they can revive the teammate.
Con: A lot of people still whine about Last Stand, even though it sucks in comparison to Second Chance.

New Perk - Martyrdom added to PERK 3. Grenade fuse at 4 seconds, Pro reduces fuse to 2.5 seconds.
Reason: In World at War, Martyrdom damage was reduced the further away you were from the explosion. This was untrue in CoD4. It made the perk more fair, and should be allowed back so those who die a lot can be an effective team member.
Pro: It's an effective anti-camping tool. Why is this bad?
Con: Again, bawing about Martyrdom.

SitRep - Pro's unlock requirement reduced from 120 to 60.
Reason: 120 is too much.
Pro: SitRep Pro
Con: SitRep Pro is pretty good.



Killstreaks
New killstreak reward list:

03 Kills - UAV
04 Kills - Counter-UAV
05 Kills - Sentry Gun
05 Kills - Care Package*
05 Kills - Precision Airstrike
06 Kills - Predator Missile
07 Kills - Attack Helicopter
07 Kills - Stealth Bomber
08 Kills - Emergency Airdrop*
09 Kills - Harrier Strike
09 Kills - Pave Low
11 Kills - AC130
11 Kills - EMP
15 Kills - Chopper Gunner
25 Kills - Tactical Nuke Drop**

Starting default Killstreak rewards set to:
3 - UAV
5 - Precision Airstrike
7 - Attack Helicopter

Care Package - changed to 5 Kills.
Reason: 4 is too low to get a Pave Low or Harrier Strike.
Pro: 5 is a bit more fair, being a little closer to those respective rewards.
Con: Default Killstreak set-up needs to be changed.

Precision Airstrike - is back to 5 Kills, as it was in CoD4.
Pro: With this change, you can have a "Classic" Killstreak set-up, also allowing for a "Classic" playlist that locks the old UAV, Strike, Heli rewards.
Con: Causes conflict with Killstreak 5 a little bit.

Predator - Changed to 6 kills.
Reason: is similar to the Airstrike, but more powerful due to having enemy detection and player control.
Pro: Predator spam becomes less frequent.
Con: Can't lead to Killstreak chain with Hardline 4 kills

Stealth Bomber - Changed to 7 kills.
Reason: Not strong enough as a 9-killstreak reward.
Pro: Allows it to be used more often by more people, thus being more effective overall.
Con: May get annoying when everyone is using it.

Harrier Strike - Changed to 9 kills.
Reason: Harriers break MW2. They are fast, they are strong, and the only draw back is low health and no oflares.
Pro: Less Harrier spam, and less trouble for pre-Cold Blooded players.
Con: More difficult to obtain.

EMP - Swapped with Chopper Gunner for 11-killstreak.
Reason: EMP is a little too weak for 15 kills. The effect is only barely intrusive on opponents, and a player would be better off with any number of other Killstreaks that are stronger and can be earned earlier.
Pro: More EMP usage in tactical games to prevent air support or equipment.
Con: Could get annoying after a while.

Chopper Gunner - Swapped with EMP for 15-killstreak.
Reason: It is light years better than AC130, by a long shot.
Pro: Less Gunner spam, definitly.
Con: Can't do Hardline chain of Pred/Harrier/Gunner since they're now 6-9-15.

Emergency Airdrop and Care Package -
Contents rates tweaked a little bit.
Common - Precision Airstrike, Predator, Counter-UAV
Uncommon - UAV, Attack Helicopter, Stealth Bomber, Harrier Strike
Rare - Pave Low, AC130, EMP, Chopper Gunner


Drop Rates modified based on scoring position. "Winning" will weigh the rates towards the Common rewards. "Losing" will weigh them towards the Uncommon rewards. This is to give the gamble a fair shot of giving an equal payout with minimal loss. If you get a 5-killstreak and use a package, you'll most likely get a similar killstreak reward. The added risk is for a chance of something bigger. When you're losing, there's nothing more insulting than getting a UAV or, even worse, Ammo.

Tactical Nuke -
It is now delivered onto the playing field in the same exact manner as Sentry Gun, Care Package, and Emergency Airdrop. the supply crate, when captured, will begin a 2 minute countdown that freezes the scores. Whatever the gametype, the game now plays out in a similar fashion as the unifnished Global Thermonuclear War gametype (check YouTube). The team that activated the nuke must defend it at all costs while the opposing team tries to defuse it. Upon detonation, they immediately win. If it is defused, they immediately lose.

The reason for these changes is to prevent immediate activation. Once a player has a 25 killstreak, with Tactical Nuke equipped, it is game over, even if the gametype is an objective such as Domination or Demolition. With the Tactical Nuke Drop, instead of an immediate end to the game, the opposing team has a chance to deny the user and play off of the killstreak reward. I know, not possible, but it'd be pretty sweet, and it'd have been a hell of a lot smarter than what they have now.





 
 
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