Can anyone tell me how match bonus is calculated? It seems so fucking arbitrary sometimes.
General size of bonus determined by your level and the game mode, bigger bonus if you win, bonus size smaller if you weren't in the room the whole time.
I understand this much, but I'll play TDM and go 19-2 and get a bonus of 2400. Then I'll go 8-7 and get a bonus of 3200. Eh?
to everyone ever: boo effin hoo this is more powerful than that hurf durf
just play, it is what it is
The only "too powerful" claim that I find legitimate is with witch-builds. Utterly gamebreaking: too fast, too much range for the lunge, too easily abused. Slow down the marathon + lightweight speed by 15% and you're good to go.
And on the other hand, I would much rather play against witch-builds than OMA DC "Pro Pipers". It's been a while since I've seen more than the occasional knifer with a positive K/D ratio for any given match - more often than not it seems people know how to deal with them now. And my preferred builds (Scav + Claymore + SPAS secondary) are pretty much aces at keeping me alive and them dying repeatedly.
Random DC noob tube shots killing me are intensely frustrating though, with little recourse other than avoiding all areas likely to be tubed in the process of flanking and killing as stealthily as possible.
The only "too powerful" claim that I find legitimate is with witch-builds. Utterly gamebreaking: too fast, too much range for the lunge, too easily abused. Slow down the marathon + lightweight speed by 15% and you're good to go.
Yes, nerf Lightweight again, make the perk even more useless.
Can anyone tell me how match bonus is calculated? It seems so fucking arbitrary sometimes.
General size of bonus determined by your level and the game mode, bigger bonus if you win, bonus size smaller if you weren't in the room the whole time.
I understand this much, but I'll play TDM and go 19-2 and get a bonus of 2400. Then I'll go 8-7 and get a bonus of 3200. Eh?
Maybe the 2400 score match ended with a score win whereas the 3200 match went until the timer ran out? I don't know if you're personal performance has anything to do with it.
The only "too powerful" claim that I find legitimate is with witch-builds. Utterly gamebreaking: too fast, too much range for the lunge, too easily abused. Slow down the marathon + lightweight speed by 15% and you're good to go.
Yes, nerf Lightweight again, make the perk even more useless.
Wait, what? How is LW useless now? It makes you damn fast.
Can anyone tell me how match bonus is calculated? It seems so fucking arbitrary sometimes.
General size of bonus determined by your level and the game mode, bigger bonus if you win, bonus size smaller if you weren't in the room the whole time.
I understand this much, but I'll play TDM and go 19-2 and get a bonus of 2400. Then I'll go 8-7 and get a bonus of 3200. Eh?
Maybe the 2400 score match ended with a score win whereas the 3200 match went until the timer ran out? I don't know if you're personal performance has anything to do with it.
This actually makes sense. The bonus probably has a lot to do with actual time played. Thanks!
It pigeon holes people into using Ninja, and only Ninja. With it removed it creates a far more friendly environment for other perks to be used.
It pigeonholes some people into it. I use the fact that people are reliant on it to my advantage. Most people seem to go "RED DOTS CHARGE KILL" with the HBS. I look at them as free C4 kills.
The only "too powerful" claim that I find legitimate is with witch-builds. Utterly gamebreaking: too fast, too much range for the lunge, too easily abused. Slow down the marathon + lightweight speed by 15% and you're good to go.
Yes, nerf Lightweight again, make the perk even more useless.
Wait, what? How is LW useless now? It makes you damn fast.
They already cut it from 10% to 7%. It won't even bring LMGs up to normal walking speed anymore.
They already cut it from 10% to 7%. It won't even bring LMGs up to normal walking speed anymore.
I'm thinking of the unholy trinity (Marathon + Lightweight + Commando) with a submachine gun. Paired with something like the UMP45, it gives an unbalanced mid- to close-range killin' capability.
I was a big fan of that build, but it just ruins the balance and rhythm of the game when a super-speed Brazilian shrugs off a M4 shot to the chest and slits your throat from six yards away.
I still think they need to SLIGHTLY dial down either the speed or range of that build to get the right balance of effectiveness and challenge.
Ive been having crazy big latency problems lately. I cannot kill anyone with a knife unless they are turned in the opposite direction and AFK, and even then, sometimes my knife goes into them, makes the *shunk* sound, only to have them turn around and knife me. Or I'll empty an entire clip of my M4 with SP into someone, the whole time getting the "confirmation that im actually shooting someone" reticule, only to immediately die from one burst of their non-SP LMG or some shit. Ive been barely breaking a positive K/D, and getting a pred is like frickin christmas. Im good at this game, what the hell is going on? Is there any way to combat this? Im on PS3, btw.
Cut Commando's range a hair if anything from that.
Yeah. I don't think it should be gimped per se. But it totally feels like cheat mode when I run from A to C in Domination Sub Base and tac-knife three dudes from the side door just after they capture it. Huge lunge, blazingly fast stab-stab-stab.
Hmm. Maybe treat the tac-knife like jumping? One-two stabs are fast, third stab slows down a bit. Bit more punishment for actually missing someone?
I hate to bitch and moan. It's just that the knife went from skill-kill in COD4 to something that anyone with a casual disregard for K/D can nuisance with relentlessly in MW2.
So, claymores - I know the red lines indicate the blast area, but are they also the "trigger" area? I've seen some people suggest that placing them so the red lines face inward you can catch people that you normally wouldn't, but if they're not triggered until the red lines are crossed I'm not understanding how that would help.
All they needed to do to balance Lightweight was make it not work with Marathon.
Why confuse the interactions between perks like this?
Instead, drop the flat % increase from Lightweight in favor of a speed bump tailored to each class of weaponry. The perk should bring LMG movement speed up to roughly in line with ARs, but not quite bring ARs up to SMG speeds, and only give SMGs and snipers a small increase.
Zoku Gojira on
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
I thought the red lines were the trigger for the claymores, though it actually extends a bit further than the visible line. I don't think lightweight needs to be nerfed anymore than it has been but a slight reduction on the commando range and maybe the tac knife/jump thingy make sense. Also fuck GW.
Sanguinary on
"Und... under control? You're grabbing a fucking bazooka, you dumbass"
"I don't even bother to use my brain any more! There's nothing left in it"
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
Fuuuuuu that. RogueSpear on the DC was me and a buddy planning and planning and planning and planning how to take out the bad guys. Then hours of shooting each other.
I think making lightweight affect your walking speed but not sprinting speed would be a good change. Also making it so you can't knife out of sprint would get rid of a lot of BS.
As for commando I don't know. I would never have put in such a retarded perk to begin with, but they can't remove it now. Reducing the range a bit might work.
Maybe make Commando's range drop after each knife kill? As to how it gets back to standard teleportaling knife range, that's a different matter. Recharge it on time not knifing, kills made with bullets or just have it remain at normal range 'till you die.
I'd like it if a successful knifing rooted the player in place while a briefly longer animation played. Maybe like 1.5 seconds or something. Just anything to make it not such a ridiculously easy tactic.
I'd like it if a successful knifing rooted the player in place while a briefly longer animation played. Maybe like 1.5 seconds or something. Just anything to make it not such a ridiculously easy tactic.
That's more like how bayonets were in World at War. Extended melee range but a longer recovery if you do the lunge animation. At least I think I remember it being a longer recovery. Nobody really complained about bayonets, but then again there was no marathon/lightweight combo in [email protected]
I'd like it if a successful knifing rooted the player in place while a briefly longer animation played. Maybe like 1.5 seconds or something. Just anything to make it not such a ridiculously easy tactic.
That's more like how bayonets were in World at War. Extended melee range but a longer recovery if you do the lunge animation. At least I think I remember it being a longer recovery. Nobody really complained about bayonets, but then again there was no marathon/lightweight combo in [email protected]
Yeah there was a 'pull the bayonet out of their ribs' animation that increased your recovery time. I loved the bayonet.
yeah i vote not letting people use lightweight/marathon together, and shortening commando pro range. i only use lightweight on my riot shield/ranger class, and im sick of dying and seeing marathon/lightweight/commando with an smg in every freaking killcam.
I think making lightweight affect your walking speed but not sprinting speed would be a good change. Also making it so you can't knife out of sprint would get rid of a lot of BS.
Knife out of sprint needs to stay, sometimes it's the only way to deal with an ambusher, and some classes have trouble catching up to a SMG or sniper class who's at a normal run, without using sprint to catch up for a normal, unaugmented knife attack.
It's also an established part of Modern Warfare. IW should fix the perks when they're causing problems, not make alterations to the basic gameplay mechanics, which are solid.
Also, the idea of making LW/Marathon mutually exclusive is dead on arrival. It would require changes to the preconfigured First Recon class, and would complicate the interaction of perks unnecessarily. IW won't go for it.
Zoku Gojira on
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
yeah i vote not letting people use lightweight/marathon together, and shortening commando pro range. i only use lightweight on my riot shield/ranger class, and im sick of dying and seeing marathon/lightweight/commando with an smg in every freaking killcam.
marathon/lightweight is easy to counter. It was the CP glitch that made it broken.
yeah i vote not letting people use lightweight/marathon together, and shortening commando pro range. i only use lightweight on my riot shield/ranger class, and im sick of dying and seeing marathon/lightweight/commando with an smg in every freaking killcam.
marathon/lightweight is easy to counter. It was the CP glitch that made it broken.
not on scrapyard/rust/terminal/any smaller levels. More often than not, i spawn only to be knifed or shot from behind less than two seconds later because the game cannot compensate respawning for that combo. Sometimes i even see myself spawn in the killcam. Its to the point that if people dont vote to skip those levels, i quit and find another game, cuz that shit aint fun.
And people get shot in the back and noobtubed on those levels too. Big fuckin deal. The point is that there are ways to counter it. Adapt or die.
and how exactly do you adapt to a broken spawn system or to being noob-tubed from across the map?
HURR HURR ADAPT OR DIE U NUB LOLS EVERYTHING HAS A COUNTER.
But no seriously, there are no counters to it. You cannot possibly react quickly enough when you get knifed from 15 feet away as you spawn in the L-shaped plane, or in the open to be tubed/RPG'd from across the map. Scrapyard is trash.
I've benefitted a great deal from the horrible design of Scrapyard, earning several of my AC130s there and leveling up several weapons. But I hate playing on that map as much as anyone else. It's garbage for TDM and Domination, and should be confined to Free For All, Search & Destroy, and 1v1 matches, and take Rust with it. Can't speak for Sabotage, but it's probably awful for that game type as well.
Zoku Gojira on
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
edited February 2010
I love Scrapyard on SnD. AT-4 pointed at B point from second floor of the big building.
Posts
I understand this much, but I'll play TDM and go 19-2 and get a bonus of 2400. Then I'll go 8-7 and get a bonus of 3200. Eh?
And on the other hand, I would much rather play against witch-builds than OMA DC "Pro Pipers". It's been a while since I've seen more than the occasional knifer with a positive K/D ratio for any given match - more often than not it seems people know how to deal with them now. And my preferred builds (Scav + Claymore + SPAS secondary) are pretty much aces at keeping me alive and them dying repeatedly.
Random DC noob tube shots killing me are intensely frustrating though, with little recourse other than avoiding all areas likely to be tubed in the process of flanking and killing as stealthily as possible.
Yes, nerf Lightweight again, make the perk even more useless.
Maybe the 2400 score match ended with a score win whereas the 3200 match went until the timer ran out? I don't know if you're personal performance has anything to do with it.
Wait, what? How is LW useless now? It makes you damn fast.
This actually makes sense. The bonus probably has a lot to do with actual time played. Thanks!
It pigeonholes some people into it. I use the fact that people are reliant on it to my advantage. Most people seem to go "RED DOTS CHARGE KILL" with the HBS. I look at them as free C4 kills.
They already cut it from 10% to 7%. It won't even bring LMGs up to normal walking speed anymore.
I'm thinking of the unholy trinity (Marathon + Lightweight + Commando) with a submachine gun. Paired with something like the UMP45, it gives an unbalanced mid- to close-range killin' capability.
I was a big fan of that build, but it just ruins the balance and rhythm of the game when a super-speed Brazilian shrugs off a M4 shot to the chest and slits your throat from six yards away.
I still think they need to SLIGHTLY dial down either the speed or range of that build to get the right balance of effectiveness and challenge.
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
Yeah. I don't think it should be gimped per se. But it totally feels like cheat mode when I run from A to C in Domination Sub Base and tac-knife three dudes from the side door just after they capture it. Huge lunge, blazingly fast stab-stab-stab.
Hmm. Maybe treat the tac-knife like jumping? One-two stabs are fast, third stab slows down a bit. Bit more punishment for actually missing someone?
I hate to bitch and moan. It's just that the knife went from skill-kill in COD4 to something that anyone with a casual disregard for K/D can nuisance with relentlessly in MW2.
@gamefacts - Totally and utterly true gaming facts on the regular!
Hey.. Hey woah..
Where are your Twitter game "facts"?
Aint that the truth.
Anyone can get a kill with the tube, but it takes a pro to shoot a grenade across the map and arc it through a window to kill the sniper. 8-)
I take it you've already seen the youtube videos of the guys who pre-sighted grenade "mortar" points for all the maps' domination flags?
http://www.youtube.com/watch?v=49VBh77HBNk#t=55s
Well, that'd work, but Lightweight would need a bit of a buff, as every other red perk is a better choice.
Why confuse the interactions between perks like this?
Instead, drop the flat % increase from Lightweight in favor of a speed bump tailored to each class of weaponry. The perk should bring LMG movement speed up to roughly in line with ARs, but not quite bring ARs up to SMG speeds, and only give SMGs and snipers a small increase.
"I don't even bother to use my brain any more! There's nothing left in it"
Fuuuuuu that. RogueSpear on the DC was me and a buddy planning and planning and planning and planning how to take out the bad guys. Then hours of shooting each other.
As for commando I don't know. I would never have put in such a retarded perk to begin with, but they can't remove it now. Reducing the range a bit might work.
That's more like how bayonets were in World at War. Extended melee range but a longer recovery if you do the lunge animation. At least I think I remember it being a longer recovery. Nobody really complained about bayonets, but then again there was no marathon/lightweight combo in [email protected]
Yeah there was a 'pull the bayonet out of their ribs' animation that increased your recovery time. I loved the bayonet.
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
Knife out of sprint needs to stay, sometimes it's the only way to deal with an ambusher, and some classes have trouble catching up to a SMG or sniper class who's at a normal run, without using sprint to catch up for a normal, unaugmented knife attack.
It's also an established part of Modern Warfare. IW should fix the perks when they're causing problems, not make alterations to the basic gameplay mechanics, which are solid.
Also, the idea of making LW/Marathon mutually exclusive is dead on arrival. It would require changes to the preconfigured First Recon class, and would complicate the interaction of perks unnecessarily. IW won't go for it.
marathon/lightweight is easy to counter. It was the CP glitch that made it broken.
not on scrapyard/rust/terminal/any smaller levels. More often than not, i spawn only to be knifed or shot from behind less than two seconds later because the game cannot compensate respawning for that combo. Sometimes i even see myself spawn in the killcam. Its to the point that if people dont vote to skip those levels, i quit and find another game, cuz that shit aint fun.
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
I have a low ping so it always picks me to be host, but router is garbage so nobody can connect without issue.
Will resolve shortly.
and how exactly do you adapt to a broken spawn system or to being noob-tubed from across the map?
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
HURR HURR ADAPT OR DIE U NUB LOLS EVERYTHING HAS A COUNTER.
But no seriously, there are no counters to it. You cannot possibly react quickly enough when you get knifed from 15 feet away as you spawn in the L-shaped plane, or in the open to be tubed/RPG'd from across the map. Scrapyard is trash.
I've benefitted a great deal from the horrible design of Scrapyard, earning several of my AC130s there and leveling up several weapons. But I hate playing on that map as much as anyone else. It's garbage for TDM and Domination, and should be confined to Free For All, Search & Destroy, and 1v1 matches, and take Rust with it. Can't speak for Sabotage, but it's probably awful for that game type as well.