Modern Warfare 3 Ditches Commando Perk

omega_peaches

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They said they're taking out not only Commando, but Last Stand (and I assume Second Chance,) One Man Army, and some other perks.
 

Jonluw

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Well that's good at least.
It was a serious balance issue (although I think the problem was more inherent to the knife than caused by commando)

It's a problem when one build is objectively better than all others. Sure, we could all sink to your level, go marathon, lightweight, commando/ninja and run around the map knifing eachother like retards, but that's not the game I wanted to play when I put an FPS in my console.

The reason people ***** about the build is because they want to play a shooter, not a knifing game. The fact that it isn't an exploit and technically a part of the game (albeit a part of the game that the developers didn't intend to be there) doesn't mean that you aren't ruining the experience for the rest of the players.
 

puffy786

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Does the Escapist really have to write a whole article about every single new update about every single change of MW3. Soon there will be a 3 page article thats titled "New Perk Added, allows more ammo in clip". No offense to MW3 or its fans but I really wish that the escapist would focus on more important stuff. Unless there is nothing more interesting than this, which i may understand.
 

Slick Samurai

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I never had a problem with the knife in any CoD game. Primarily because I have a gun that shoots bullets and kills people. He has a knife.
 

ReservoirAngel

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Logan Westbrook said:
Infinity Ward's creative strategist Robert Bowling said...
I am so sick of hearing those words. Don't IW have any other people with the ability to communicate in English? Why is it always this guy?
 

L-J-F

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I've never been able to get many kills with the Tubes in BO, they're horrendously underpowered and have almost no "special use". There should be times when a flamethrower or GL is actually appropriate, as it is now they're just regular weapons that suck for everything.

- And yeah, people will always complain about things that kill them. Seeing a developer cave into it is sad.
 

Gladiateher

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Tharwen said:
I think they have to decide the purpose of having the knife in at all.

As I see it, there are two reasons to keep it. The first is for stealth kills, so that a player that sneaks up on someone else has a certain kill on them. The second is to avoid fiddly close-quarters gunfights, which rely more on ping and blind luck than skill or planning. I think the best way to avoid those situations would be to cause two players that get too close to each other or run into each other to enter a sort of minigame where they have to grapple with each other or something to win the knife fight.

That way, it's not always the person with the 5-button mouse and the lower ping that wins.
That's not a terrible idea but what happens if a third player comes into the equation?
 

The Random One

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I like how you can read the first paragraph to mean the perk was so good you could stab players to death from outside of the game.
 

Iron Mal

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SammiYin said:
Just get rid of knives in general and I'll be a happy man.
I've gotta say that I agree with this statement right here.

The knife in CoD always bugged me for the sole reason of it doesn't really have any drawbacks in it's application, on paper it sounds like it has it's fair share of disadvantages but in practice these aren't much more than minor inconveiniences.

1- It's close range: Not really true considering how in MW2 it had a greater effective range than most shotguns when combined with the Commando perk (something I'm glad they've gotten rid of), couple this with the fact that closing the distance with any player not wielding a sniper rifle isn't overly hard means that a lack of range doesn't really seem to faze knife players in the slightest.

2- It's an emergancy weapon/weapon of oppertunity: Again, not true. The knife in the Turok reboot was a weapon of oppertunity, the chainsaw bayonet in Gears of War was a weapon of oppertunity, the impact hammer in Unreal Tournament is a weapon of oppertunity (most of those also function as emergancy weapons for when you have nothing else left too). All of these weapons had the balancing factor of using them was extremely risky and in most cases failure would result in either being left vulnerable for an extended period of time or killed outright by the player you were attempting to kill. The knife in CoD is more or less an instant kill button for any player who gets too close with no real drawbacks besides being unable to fire for approximately one and a half seconds (maybe less depending on whether you have the tactical knife attachment), since there's no real risk to using it you can't really call it a weapon of oppertunity and since in most games of CoD you won't live long enough to run out of ammo there isn't really a need for an emergancy weapon either.

3- It provides more options for all players at all ranges: This is technically true but it needs to be asked as to whether this is a good thing? Should a sniper have the capacity to kill someone instantly at close range? (This undermines the traditional weakness that snipers have that keeps them balanced) Does a shotgun player need a high power melee attack when they're already very dangerous at that range? (Giving everyone the ability to kill instantly at short range means that close range weapons have no real purpose anymore since everyone can do what they do by default)

But enough ranting, while eliminating Commando is a ste in the right direction I still think that the game would be more balanced and fun if melee was taken out altogether, in a game that's supposed to be centered around shoot outs with modern day firearms it seems weird for a lot of games to devolve into rampant stabbing sprees.
 

Raven_Operative

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DrStupid87 said:
gummibear76 said:
DrStupid87 said:
SpiderJerusalem said:
Also noob-tubing.
Nah. Explosives are great fun. Just reduce the damage they do or give a third of the points of a regular kill to make it less rewarding to use it. Or do what blops did and prevent scavenger from letting you pick up explosives.
And flak Jacket... dont forget flak jacket.

That perk saved my ass when ever I came a cross a team of explosive spammers.
Very true.
I never bothered using it because there are surprisingly less people that use the tubes in Blops then MW2. Plus I'm usually quick enough to shoot them as I tend to be close quarters.
It did however save me during domination matches where semtex magically appeared next to a point I was trying to capture.
the only problem is that when coupled with tac mask pro, it basicly makes invinsa-camper...

No effect from flash bangs, concs, gas, or nades, and if the guy is aiming his LMG at the only entrance, its a royal pain to root him out...
 

L-J-F

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Actually, imagine if the GL did less damage in the open and much more damage indoors, that would make it an awesome breaching device, same with the flamethrower.
 

Dogstile

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gummibear76 said:
DrStupid87 said:
gummibear76 said:
DrStupid87 said:
SpiderJerusalem said:
Also noob-tubing.
Nah. Explosives are great fun. Just reduce the damage they do or give a third of the points of a regular kill to make it less rewarding to use it. Or do what blops did and prevent scavenger from letting you pick up explosives.
And flak Jacket... dont forget flak jacket.

That perk saved my ass when ever I came a cross a team of explosive spammers.
Very true.
I never bothered using it because there are surprisingly less people that use the tubes in Blops then MW2. Plus I'm usually quick enough to shoot them as I tend to be close quarters.
It did however save me during domination matches where semtex magically appeared next to a point I was trying to capture.
the only problem is that when coupled with tac mask pro, it basicly makes invinsa-camper...

No effect from flash bangs, concs, gas, or nades, and if the guy is aiming his LMG at the only entrance, its a royal pain to root him out...
If you can't get em out, leave em there to camp in solitude. They'll eventually get bored and come out.

Either that or shoot through walls :p
 

Couch Radish

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Even though I won't be buying MW3, it's good that Activision is listening to the community to fix their major problems.

Good work, Activision, taking the Valve approach to this.
 

el_kabong

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Mar 18, 2010
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NOOOO!! They only take the perks I love. I don't really feel that the perk was unbalanced. The trick is to keep a calm head and put shots into him before he even gets to you. As someone who loved using the Commando/TacKnife/Marathon combo, the bane of my existence were players who don't panic when you get close to them. They usually just kill you dead. Eh, I'm sure I'll find something new in MW3 to have fun with.

Hopefully, they also won't take away my Akimbo M9s. Not that it's super-effective, but because I like running around the level like Chow Yun Fat with my duel pistols blazing. If only they allowed me a stylish trenchcoat...
 

NoBlueFood

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Techno Squidgy said:
wooty said:
Now just need to make sure juggernaught, ghost pro and second chance dont make a reappearance.
What's the problem with ghost? No one seemed to complain when it was UAV Jammer, Camouflage or Cold Blooded.
It's a perfectly legitimate perk and tactic that's only seen a major growth with the removal of stopping power. Which I'd quite like to see put back in. Doesn't affect balance too bad when juggernaut is there aswell.
The thing about ghost, is that there is really nothing to balance it. In the other games stopping power/ juggernaut was also in the same category and it was somewhat of a difficult decision as to whether you want more power to kill quicker or stealth to remain hidden. That is why ghost is overpowered.
 

SL33TBL1ND

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Whaaaaaat? But the whole point of playing COD is for stupidly unbalanced competitive multiplayer. I'm out.
 

TITAN59650

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I'd be happy if they just removed second chance because it's overused and it only helps the bad players get an extra chance to kill, good players can stay on their feet. Maybe also not make your player run like an asthmatic, I can see marathon letting your character run non-stop but when it's not equipped you can only run ten feet before your character takes what I assume to be a smoke break.