I played the beta for two games. First game, I thought, "Hey, this is Call of Duty!" Second game, I thought, "Yep, this is Call of Duty."
oh, it's all good I didn't see he posted that first! LOL I had so many places to spam, don't mind the help
Thanks, It's one of those projects that seems like it will be relatively easy, and then you realize there are all sorts of weird things in H5 that prevent it from working in a straightforward manner. You want to finish it, so you suffer through the long hours... part of the reason I used "Finally" as the soundtrack I can actually go do real life now... yay!
So it’s kinda like head hunter but you have to tea bag instead of collects skulls. Or kill confirmed with tea bagging instead of picking up dog tags. Basically everything is more fun when you are tea bagging.
Do you mean thoughtless aggression or just aggression in general? I think theres a right way to do it but not this way. Poor lighting/visual clutter for target acquisition, extreme swiss cheese/over abundance of sightlines on the maps mixed with gameplay elements like the new radar and all of this combined promoting less honourable playstyles and movement.Of course plenty more but yeah.
I love Swiss cheese. Just make sure it’s on a burger and not in online multiplayer games. The removal of the minimap wouldn’t be an issue if the levels weren’t so ridiculously segmented. I also don’t understand the claim that they aren’t 3-lane maps, they very clearly are, just with too many sight lines to consider. I suppose this says something about the kind of gameplay players expect from an FPS now. Realism mode is interesting, but if you’re queueing solo and not using game chat it’s a nightmare. The lighting contrast forces you to face into the sun for an advantage in most cases, and the caves can easily be controlled by players jumping around corners or posting up on portable cover in dark areas. Plus spawns are easily broken because they’re proximity-based, which means your team can be daisychained at one spawn location. I’ve spawned into the line of fire a few times on the Cave map. Not fun.
I mean there was 3 maps right? The cave being the most segmented I would say out of the 3. Then the train map and the yard map. I wouldn’t consider those 2 that segmented to be honest. Whats different in this cod is the map design and how many angles/LOS there are between chokepoints to buildings. It’s hard to open and close sight lines quickly if you are in weak positions. It doesn’t support the run and gun as much as it did I’m all for being an individual heroic god but what I actually like about this game is the teamwork aspect (especially realism) you constantly are checking your teammates corners because of the absurd amount of angles the maps give you. Personally it adds to the immersion a lot for me and it feels good knowing your best bet is to breach areas as a unit. It felt tactical. Is it good for the identity of call of duty? I really don’t know but I personally enjoyed it a lot And the cave map is my favorite
I can understand the appeal in the tactical approach but I dont think that was the intended outcome by the developer. Dont you think with having so many sightlines and angles that they should do more to deter the lack of movement? Theres a lot of sit and watching and when this is occurring people should have a reasonable expectation of where that enemy is. Even with the compass it's not enough. I feel that there should be an always on radar that only pings people not moving, but still hides everyone else that is.
That could be cool but you might have people just circling in rooms that are power positions to stay hidden. I know I saw in a video or read that they wanted the maps to have power positions like attack/defend, where the players had to figure out how they wanted to approach the position. I’ll see if I can find the source but I definitely remember hearing that. That being said I think given the maps geometry the best way I see fit to breaking these set ups is by being in sync with teammates and really working together. It is for sure extremely overwhelming and not plausible to try and take out certain positions by yourself. I do recognize the potential issues people might have with the game and I can understand that
I mean thoughtless aggression and I honestly think it is mostly the maps that create the issues. Every area has too many options which makes it really hard to hold angles and makes pushes difficult for most people because you have to creep every corner before you move through it and most cod players just run around randomly trying to style on people. Which this game does not enable.
Yeah I adapted to moving "tactfully" after like 3 games, it's boring as ****. CoD is aggression, that's why I play it. Slowing down to a crawl and holding sightlines just to sound ***** every game is not fun. Any time I think I'm safe to push somewhere I get shot from three different angles or run into a claymore (inside and out mind you). I was on board with them mixing up their map design, but after playing I can say so far these maps barely reflect the older games in the slightest.
There were four 6v6 maps each with night versions, two of which supported 10v10, one ground war map, and three (four?) 2v2s. The 6v6 objective locations were generally geared towards more tactical team play like that, as is the overall sandbox, but that doesn’t jive in something like TDM or Domination, or Call of Duty generally speaking. Peeking thru doors doesn’t work half the time. It’s also in clear contrast with the amount of Halo 5 speed-platforming you can do in many of the levels. The crates and roofing in both Hackney Yard and Gun Runner are clear examples of this. It might be great for S&D, or a slower version of CS, but both of those games rely entirely on Teamwork and Communication, which you don’t generally have in online queueing. And it’s especially annoying in a game that had built a reputation and playstyle by MW2 of QuickDraw and dropshot 1v1 engagements or hectic objective hold gametypes. Don’t forget wildly random spread at 5 feet from a target. They just needed to pick one - either design for gods, or design for realistic tactical teamwork. Unfortunately the game supports both in overlapping and confused ways.