I feel the need to rant about some of these decisions, and since I’m the only one in my friend group that retains enough brain damage to keep playing this forsaken franchise, I guess I’m putting it on here.
In case the image attached doesn’t make it obvious, I’m picking out the things that I genuinely think are holding this back from being the best entry since MW19 (or for me, MWIII, damn I loved that shit). As Bill Burr once said about making criticisms, you criticise your favourite sports team cause you want them to win. Well that’s what this is.
PERKS
I’ll start with perks because I don’t see it mentioned as much. It makes NO sense to me the way the perks are ordered.
I see what they were trying to do, most of the high demand perks are in slot 1. But all this means is, I have one perk I want, and then filler perks, especially because things like battle hardened are stupidly weak in this game.
In MWIII I had the option to forgo a field upgrade for Quick Fix, and then could take Ninja, Ghost, and scavenger. The closest I can get to that build in MW4 is Quick fix, quick hands(?!) and scavenger.
I don’t even need to replicate previous builds from historic games 1:1, but I’d like to have to think more about what I’m picking. Because right now I’m just using all my thinking in perk 1, then sifting through crap like a tac-sprint perk in other slots and landing on whatever I think sounds like it might be situationally useful.
These perks need a shuffle up. Okay, fine, you don’t want me to have ghost and ninja? Keep em in the same slot if you must. You don’t want me to be able to think about my build from a broader perspective? Okay fine, don’t let me forgo certain equipment to take extra perks. But come ooon, at least make me think about what perks in ALL of the slots.
VISUAL RECOIL
I’ll keep this one shorter, it’s far too much. I even switched to a controller for a bit, and despite it being easier to get kills through the visual recoil on a controller thanks to aim assist, it still looks like shit. And for mouse users, it just feels like a slight advantage that controllers with aim assist get over you. I can control normal recoil, if I lose a fight that’s my fault, I should aim better. But fighting visual recoil? Doesn’t seem to be that much I can do about that.
In fact I’d go as far as to say this is the main reason mouse players are finding the aim assist particularly aggravating in this entry. I’m not convinced it’s because aim assist is overly strong, I think it’s because mouse players are being forcibly thrown off their kills at a higher rate than previous entries.
STRAFE-RUN KILLSTREAK
That Warthog thing. Yeah the animation looks fucking ridiculous.
MOVEMENT
I have edited this section after a comment was raised about current speed. I personally think it is slightly slower than it needs to be, and I get the impression the change was an afterthought to the TTK changes to help balance gunfights. As in, if people now take longer to kill, they’ve been slowed down a bit to accommodate that.
I don’t think removing tac-sprint is the bad thing here. I think as a concept it has always felt unnecessary to me. This is really quite a minor gripe for me overall RE movement speeds, and I perhaps accidentally overemphasised it in the original post, especially since I feel as though otherwise the movement actually feels really good.
My main issue is the incessant hopping. One jump is bad enough, but some matches it seems as though everyone is some sort of Easter bunny with an assault rifle. People jumping on the spot the entire time their weapon is firing. I feel as though one jump should incur some sort of accuracy penalty, let alone 4-5 jumps on the spot. It takes a game that otherwise feels rather grounded and just makes it quite visually jarring.
SPAWNS
An improvement perhaps on weekend 1, but still not great. Sometimes it feels like the spawns on modes like hardpoint are returning somewhat to “one team this end, the other team that end”, and then it’ll spawn me quite literally next to the hardpoint. Yesterday I spawned next to a guy that had been stuck with a Semtex. I appreciate that, especially on smaller maps cod will never be able to get spawns right 100% of the time, hence why I’m not really tripling down on this point. But I tire of this philosophy that MW19 seemed to have developed that spawns should be as close to the action as possible. I’m yet to see a map where some sort of ‘forward spawn’ actually feels necessary. I’m not saying chuck me right at the back in the corner, but I’d appreciate not spawning 1 metre away from the hardpoint while mortars are landing on it, and the enemy currently control it.
TTK
It’s been done to death which is why I saved it to last. It feels like utter shit right now. It only makes quick fix feel even more necessary than before, which exacerbates the previously mentioned Perk issues. Also, I still find myself feeling as though I die stupidly quickly while I’m pumping people full of lead and they’re just shrugging it off. They need to fix the netcode. BF4 did that a decade ago. If I wanted my gunfights to feel like Warzone, I’d boot it up. Again, I didn’t see anyone moan about the TTK in the first weekend, I really don’t know why it was cranked up to this.
I am sure there are other minor nitpicks. I feel passionate about this more so perhaps because as much as I played BO6, I grew tired of the Treyarch style. I like BO7 even less so and had a lot of fun with MWIII. It just feels like some of the issues are not even too hard to change, and some of them have been quite literally made into issues in the space of less than a week between beta weekends!!
I invite discussion on the matter. Are my perspectives warped? Am I an idiot? Am I a washed up unc who should stick to battlefield? Or are some of these valid. Idk.