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Administrator
Call Of Duty 2: Balance: The Final Piece of the Puzzle
12/11/2005, 14:02
Fuente: gotfrag.com
Call of Duty 2 has only been out for 2 weeks, but there have already been countless changes made and even more proposed to make competitive play better. But one thing is still missing: Balance.
On Sunday, October 30th at 10:00 PM EST, The Meeting took place. It may have seemed like an infamous event at the time, but it’s already become less important as other changes have been made.
Whether or not these settings turn out to be final, this is the current state of Call of Duty 2 Search and Destroy:
2:00 Round Timer for Search and Destroy
1 Sniper Rifle per Team
1 Shotgun per team
1 grenade per teammate
Shotgun gets the smoke grenade
Health Regeneration On
No Healthbar
No Shotgun Drop on death
No Nade Drop on death
No Shellshock
No Red Crosshairs
No Bombsite Indicators
No Red radar dots
This is a great start and I’m actually surprised that most of the changes were agreed upon. Regardless of how Infinity Ward made this game, these settings make it better for competition. But there still remains a few problems and they all come down to something every competitive game needs: Balance.
Gun Damage
The most important aspect of a Multiplayer game is balance. Call of Duty had the perfect weapon balance despite a few useless weapons (Garand and Carbine). The SMGs had a high rate of fire, faster run speed, and the appropriate damage: one headshot would not kill. This created the ideal separation from the MGs which had a slower rate of fire, slower run speed, but they did kill in 1 headshot.
Call of Duty 2 has changed the weapon balance significantly. The SMGs and even the pistols kill in 1 headshot. The PPSH has a rate of fire 3 times as fast as the MGs, a 71 round clip and kills in 1 headshot. Considering this, it would be a miracle to not get a headshot after 71 rounds. The balance has to be restored between the SMGs and MGs; they are different for a reason and each one needs advantages and disadvantages. I haven’t compared the damage the SMGs do to the body compared to the MGs, but at a minimum, the 1 headshot kills has to be reduced to 2.
There was a vote on the forums to decide if the Thompson would get 20 or 30 rounds clips. 30 rounds won, but a lot of people felt it would be unstoppable with the bigger magazine. Well if the damage were reduced as I’m proposing, it would fix this problem as well.
This brings us to the shotgun. Everyone knew the shotgun was overpowered, so CAL limited it to one per team. Does this solve the problem? You can still take out 5 people with 5 shots in about 6 seconds without aiming directly on them. I like the shotgun, I think it’s a unique gun that should stay, but it needs to be changed also. I’m not proposing something as drastic as the change to the SMGs, but a slight decrease in damage, or maybe more importantly, the radius of the blast, would balance it out. Rewarding superior aim is always a good thing.
Grenades and Indicators
Another good decision by CAL and the community was taking out all the icons and indicators. But the Grenade Indicators need to stay if the grenade damage is left alone (which it currently is). Once again, I think the original Call of Duty had their damage perfect. If you were within 1-2 feet of a grenade, you’d be dead. Call of Duty 2 increased this death radius to around 5 feet. The only thing that can save you is the indicators.
So if the damage is left stock, the indicators should stay. If we reduce the damage, the indicators should go.
Health Regeneration
This was voted to remain in the game, and I’m not saying to take it out (even if I think it should be). However, it does need to be tweaked. Currently, you can get sniped to almost no health remaining, hide for 7 seconds, and then come back like nothing ever happened. The regeneration time needs to be increased. 10 seconds should be the minimum, but anything from 12-15 seconds would be better. This may seem like a long time, but you’re regenerating health and basically getting a second life in a mode where you’re supposed to only have one.
We need to strike a balance between the old method of a fixed amount of health per round, and the new method of regeneration.
The community shouldn’t be afraid of changing this game simply because it might be more like the original Call of Duty. The fact is CoD did a lot of things right, and there’s nothing wrong with borrowing some of its successful features. Balance shouldn’t be sacrificed just because “this isn’t Call of Duty 1” as a lot of people would say. Call of Duty 2 will remain different even with these changes, but it needs to be balanced.
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Junior Member
Re: Call Of Duty 2: Balance: The Final Piece of the Puzzle
12/11/2005, 22:49
Groxo , la thompson con 30 Balitas 
SIII !!!
Aunque tiene razon , con 30 parece mas imparable.
Sobre las grandas , esta genial que aunmenten el ratio de daño
, la distancia.
Habla de la shotgun , si , es muy poderosa, pero se podra usar solo 1 en cada equipo , igual q la Snipa.
Lo q mas me intriga , es la Health Bar y el Health Regeneration ,no se cual de ambas es mejor , porq es cierto lo dicen , te quedas 6 segundos escondidos y salis como si nada hubiera pasado , y quieren aumentar a 10 segundos y dicen q lo apropiado seria 12-15 , eso estaria ben , aunque por mas q despues de que nos peguen duro , siempre terminamos muertos ,y si..con 15 segundos estaria muy balanceado.
Lo q si , capaz que la Health Bar lo q hace es tenernos alertas , o sea , si tenemos poca vida , nos cuidamos mas , en cambio aca vamos como si nada , pero algo q dijo que me gusto , q la mayoria lo quiere todo como el COD1 , y esto no es el COD1 , es el COD2 , y las diferencias se mantendran (en jugabilidad).
Sino , seria un COD1 con mejores graficos , quien queire eso ?
YO NO !
Salu2
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Mega PRO Gamer
Re: Call Of Duty 2: Balance: The Final Piece of the Puzzle
19/11/2005, 03:07
Lo que puedo decir que este juego es LA VIDAAAAAAAA!!!!!
no se puede creer como estos chabones el laburo que se mandaron con el engine del quake3.............lo mucho que lo pulieron, es totalmente sorprendente, es liviano, dinamico, y en cuanto en jugabilidad en MP, todavia no lo pude probar mucho, pero por las demos que baje, esta muy groso, no quiero comparar, pero creo que este juego va para mi a ser uno de los mejores MP del año.
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Re: Call Of Duty 2: Balance: The Final Piece of the Puzzle
27/11/2005, 05:09
No es el engine del Q3...
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