ColdStrangle
Recruit
At writing, I'm Pre 4 Lvl 36 and having played alot, I'm no fan of the Exo Jetpack.
The more I play "Classic Team Deathmatch" the more I realize how much more I enjoy the game without it, and I'm becoming more and more convinced that the game was really never designed with Jetpacks in the first place.
The level design seems completely built around being a Jetpack free game.
The way, without a Jetpack, players move around the map seems like it was built with solely that type of player movement in mind.
Once you add the Jetpack, players just hop to and fro with no sense of direction.
It doesn't have any of the typical restrictions that direct players in some directions, rather than others, or to some points on the map, rather than others.
Up high there's no cover to utilize - particularly spots that are inaccessable without Jetpacks.
The Spawn System is blamed alot, but again, I think it was designed around more limited player movement.
If a Sniper kills an enemy, and that enemy respawns again only 40 feet away towards the middle of the map, instead on the other side of the map, then it makes all the difference in the world if that enemy can Jetpack in a matter of seconds from the middle-ish of the map to the edge of the map, and up to the top of the perch.
The Netcode, particularly lag compensation, doesn't seem particularly suited to Jetpacks, either.
Many players have remarked that alot of the time, players using the Jetpack appear to teleport. I'm not talking about players with shaky connection, who appear to teleport as they run from one place to another. I'm talking about players with moderate to poor connections, Jet-Jumping from one spot to anther, particularly up and down obsticles.
It becomes even more obvious during fire-fighter with players using such moves, as your gun will appear to kill in to few, or too many, hits.
The Weapons.
The weapons, with their relatively high Time To Kill, seem built around being Jetpack free as well. While most of them are useful for long range engagements and moving around obsticles, none of them are well suited for Jump-Shoot-Jump or Dash-Shoot-Dash gunplay, with the exception of the Tac-12 Shotgun. This is less true during Hardcore Kill Confirmed gameplay, but that's not the mode the guns were built around. Also, most of the un-cookable timed grenades for the exo-launcher, are sortof useless against a player who can in a instant be 10 feet away from it.
Things that were minimized that I believe were intended to be greater....
I'm pretty sure that with Jetpacks being a late, forced addition into a 3 year project, other more interesting aspects of the Exo Suit were minimize, particularly the Exo Abilities. From Shield to Overclock, most players don't utilize them because of the short effect and lack of recharging. I suspect that these Abilities were minimized to try to reduce the chaos caused by the Jetpack. The game would have been much more interesting, and probably a whole lot more fun, we could recharge these abilities, and use them often, in place of the chaotic Exo jumping.
O well. At least they tried something new. Hopefully next time they'll let SHG stick to their creative vision, instead of trying to grasp at latest trends. The game would have been alot better for it.
The more I play "Classic Team Deathmatch" the more I realize how much more I enjoy the game without it, and I'm becoming more and more convinced that the game was really never designed with Jetpacks in the first place.
The level design seems completely built around being a Jetpack free game.
The way, without a Jetpack, players move around the map seems like it was built with solely that type of player movement in mind.
Once you add the Jetpack, players just hop to and fro with no sense of direction.
It doesn't have any of the typical restrictions that direct players in some directions, rather than others, or to some points on the map, rather than others.
Up high there's no cover to utilize - particularly spots that are inaccessable without Jetpacks.
The Spawn System is blamed alot, but again, I think it was designed around more limited player movement.
If a Sniper kills an enemy, and that enemy respawns again only 40 feet away towards the middle of the map, instead on the other side of the map, then it makes all the difference in the world if that enemy can Jetpack in a matter of seconds from the middle-ish of the map to the edge of the map, and up to the top of the perch.
The Netcode, particularly lag compensation, doesn't seem particularly suited to Jetpacks, either.
Many players have remarked that alot of the time, players using the Jetpack appear to teleport. I'm not talking about players with shaky connection, who appear to teleport as they run from one place to another. I'm talking about players with moderate to poor connections, Jet-Jumping from one spot to anther, particularly up and down obsticles.
It becomes even more obvious during fire-fighter with players using such moves, as your gun will appear to kill in to few, or too many, hits.
The Weapons.
The weapons, with their relatively high Time To Kill, seem built around being Jetpack free as well. While most of them are useful for long range engagements and moving around obsticles, none of them are well suited for Jump-Shoot-Jump or Dash-Shoot-Dash gunplay, with the exception of the Tac-12 Shotgun. This is less true during Hardcore Kill Confirmed gameplay, but that's not the mode the guns were built around. Also, most of the un-cookable timed grenades for the exo-launcher, are sortof useless against a player who can in a instant be 10 feet away from it.
Things that were minimized that I believe were intended to be greater....
I'm pretty sure that with Jetpacks being a late, forced addition into a 3 year project, other more interesting aspects of the Exo Suit were minimize, particularly the Exo Abilities. From Shield to Overclock, most players don't utilize them because of the short effect and lack of recharging. I suspect that these Abilities were minimized to try to reduce the chaos caused by the Jetpack. The game would have been much more interesting, and probably a whole lot more fun, we could recharge these abilities, and use them often, in place of the chaotic Exo jumping.
O well. At least they tried something new. Hopefully next time they'll let SHG stick to their creative vision, instead of trying to grasp at latest trends. The game would have been alot better for it.
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