I'm talking specifically about competitive shooters where you get X number of kills without dying and then you get something that gives you an advantage in-game. I think CoD 4 was the first game to implement these things, but I could be wrong. Now I see them popping up everywhere. Medal of Honor has them, and the upcoming Crysis 2, Killzone 3, and of course Homefront. Homefront seems to change up the equation a bit but its still giving awards for something really arbitrary. Killstreaks in Call of Duty annoy me because they generally require no skill and mean a good minute or so of frustratingly being slaughtered for the other team. The Killzone 3 killstreaks are the ones that really sicken me because they outright boost things like your damage and quicken your reload time.
I get how killstreaks for in FFA because FFA battles are already illogical scenarios that would never happen in real life and it gives a real incentive to staying alive because in FFA you can be killed and not neccessarily have any effect on the game because the person who killed you might be way behind in score and have no chance at winning. But in team games it tends to make games unbalanced and the only thing that matters in the first couple of kills and the rest of the game is just one team slaughtering the other. And in objecgive game modes it makes even less sense because it motivates the team to camp and kill instead of going for the objectives.
I wouldn't mind this as much if it weren't for the fact that killstreaks always seem to be implemented in games with some emphasis on realism instead of arcade shooters like Halo. No army, present or future, is going to be constantly monitoring and wait for you to start racking up kills before they start using their assets. It's just so illogical, so I must ask, how did this idea of killstreak rewards come into existence and why would anyone think they're a good idea?
I get how killstreaks for in FFA because FFA battles are already illogical scenarios that would never happen in real life and it gives a real incentive to staying alive because in FFA you can be killed and not neccessarily have any effect on the game because the person who killed you might be way behind in score and have no chance at winning. But in team games it tends to make games unbalanced and the only thing that matters in the first couple of kills and the rest of the game is just one team slaughtering the other. And in objecgive game modes it makes even less sense because it motivates the team to camp and kill instead of going for the objectives.
I wouldn't mind this as much if it weren't for the fact that killstreaks always seem to be implemented in games with some emphasis on realism instead of arcade shooters like Halo. No army, present or future, is going to be constantly monitoring and wait for you to start racking up kills before they start using their assets. It's just so illogical, so I must ask, how did this idea of killstreak rewards come into existence and why would anyone think they're a good idea?