Modern Warfare 3 Ditches Commando Perk

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Techno Squidgy

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NoBlueFood said:
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.
Ghost isn't meant to be balanced though. Ghost itself is a balance for spy planes. It's counteracted by SR-71s anyway.
 

NoBlueFood

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Techno Squidgy said:
NoBlueFood said:
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.
Ghost isn't meant to be balanced though. Ghost itself is a balance for spy planes. It's counteracted by SR-71s anyway.
I don't see why ghost shouldn't be balanced. It is overpowered if the only real thing to counteract it is getting 8 kills in a row and lasting seeing where they are for like 60 seconds. If the perks were balanced (which that is what the ultimate goal should be) then there would be an equally powerful perk that you are losing for picking ghost, which in Black Ops there really isn't.
 

kalakashi

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Well I'm very sad to see Commando going. I'm not really sure of the balance issues because I never used it at the same time as using a gun.
Yes, I like to run around MW2 with Lightweight, Marathon, Commando, a Tactical Knife and a throwing knife (and concussion grenades), but on this melee class I refuse to use a gun, only the aforementioned perks/equipment.

I think if you're complaining about the Commando perk being used by someone like me, you should just consider that you've got a gun and I've got a knife.
 

JUMBO PALACE

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Commando isn't in Black Ops and you can still get knifed from six feet away :/

http://28.media.tumblr.com/qH6FBo3lHqje8ukp3Tyz2pjKo1_400.jpg
 

Techno Squidgy

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NoBlueFood said:
Techno Squidgy said:
NoBlueFood said:
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.
Ghost isn't meant to be balanced though. Ghost itself is a balance for spy planes. It's counteracted by SR-71s anyway.
I don't see why ghost shouldn't be balanced. It is overpowered if the only real thing to counteract it is getting 8 kills in a row and lasting seeing where they are for like 60 seconds. If the perks were balanced (which that is what the ultimate goal should be) then there would be an equally powerful perk that you are losing for picking ghost, which in Black Ops there really isn't.
Hang on, I've just noticed you haven't actually said what's overpowered about it. I don't see how it's in anyway different to how it used to be and I don't see how the loss of juggernuat/stopping power makes it function any differently. Could you please explain?
 

Zenn3k

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Blah blah blah save the world, blah blah blah, kill the traitor, blah blah blah, survive the blast, blah blah blah, DIE in the blast, blah blah...BLAH.

Sorry InfinityWard, I snapped my MW2 disk in half, I'm not buying 3.

Black Ops doesn't have commando either, YOU broke the game and didn't even have the balls to patch it for us.

At least Treyarch has released tons of patches for Black Ops, even if I don't play that one much anymore either (shooters are boring me).

Go sell crazy someplace else, we're all stocked up here!
 

NoBlueFood

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Techno Squidgy said:
NoBlueFood said:
Techno Squidgy said:
NoBlueFood said:
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.
Ghost isn't meant to be balanced though. Ghost itself is a balance for spy planes. It's counteracted by SR-71s anyway.
I don't see why ghost shouldn't be balanced. It is overpowered if the only real thing to counteract it is getting 8 kills in a row and lasting seeing where they are for like 60 seconds. If the perks were balanced (which that is what the ultimate goal should be) then there would be an equally powerful perk that you are losing for picking ghost, which in Black Ops there really isn't.
Hang on, I've just noticed you haven't actually said what's overpowered about it. I don't see how it's in anyway different to how it used to be and I don't see how the loss of juggernuat/stopping power makes it function any differently. Could you please explain?
Alright, I'll correct myself then, it's not that Ghost is overpowered necessarily, it is that stopping power/jugg could be seen as near equivalents to Ghost. When you chose one you have a distinct advantage and a distinct loss. With Black Ops there is no choice between power or stealth. It doesn't function differently, it is just more powerful than the others because you can an extreme advantage over people without it.
 

Techno Squidgy

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NoBlueFood said:
Techno Squidgy said:
Hang on, I've just noticed you haven't actually said what's overpowered about it. I don't see how it's in anyway different to how it used to be and I don't see how the loss of juggernuat/stopping power makes it function any differently. Could you please explain?
Alright, I'll correct myself then, it's not that Ghost is overpowered necessarily, it is that stopping power/jugg could be seen as near equivalents to Ghost. When you chose one you have a distinct advantage and a distinct loss. With Black Ops there is no choice between power or stealth. It doesn't function differently, it is just more powerful than the others because you can an extreme advantage over people without it.
I can see where you're coming from now, but I don't think it provides a massive advantage. Ghost Pro does, but regular ghost, not so much. The difference here is most likely that you are a softcore/regular player whereas I'm a hardcore player. In hardcore you don't have the minimap available so ghost makes no difference 70% of the time. Out of curiousity, what platform do you play on?
 

LegionDre

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On every single load-out I used the same perks. Scavenger, The bomb detection one, and um I don't remember what it was called fast reload or something. I haven't touched that game in a while. None of the problems seemed all that game breaking. Noobtubing is all over every game that allows explosives so unless your completely new to the game you should be expecting some jackass to be doing it. The commando thing was outrageous though. Just the distance that you could kill someone from.

Call of Duty is now just a rinse and repeat formula anyway. The battlefield games have always treated players to a more believable combat zone in which to fight in. You will almost never spawn and be getting shot already or already see people to shoot at.

Call of Duty is really just a realistic style take to unreal tournament style combat. Run around the map looking for kills. Just the way the spawn points work seem to endorse that. Where is my team? like halfway across the map while you start off surrounded and or already flanking the enemy. Cause that is the best way to give you a good chance of improving your score after a death. Make you feel good getting some free kills or just already being in the line of fire of the person that just killed you.
 

NoBlueFood

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Techno Squidgy said:
NoBlueFood said:
Techno Squidgy said:
Hang on, I've just noticed you haven't actually said what's overpowered about it. I don't see how it's in anyway different to how it used to be and I don't see how the loss of juggernuat/stopping power makes it function any differently. Could you please explain?
Alright, I'll correct myself then, it's not that Ghost is overpowered necessarily, it is that stopping power/jugg could be seen as near equivalents to Ghost. When you chose one you have a distinct advantage and a distinct loss. With Black Ops there is no choice between power or stealth. It doesn't function differently, it is just more powerful than the others because you can an extreme advantage over people without it.
I can see where you're coming from now, but I don't think it provides a massive advantage. Ghost Pro does, but regular ghost, not so much. The difference here is most likely that you are a softcore/regular player whereas I'm a hardcore player. In hardcore you don't have the minimap available so ghost makes no difference 70% of the time. Out of curiousity, what platform do you play on?
Yeah, in hardcore the difference is minimal, I can see how it wouldn't make much of a difference. But most people don't play hardcore (I usually play classic so Spy plane is always a killstreak) and it's frustrating to see one red dot because 5 people are using ghost.
 

Techno Squidgy

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Classic? as in non-hardcore? I can see how that could be frustrating if you were used to acquiring targets through the minimap, but would it not be beneficial to learn how to locate targets by sight and sound instead? I think ghost should stay. Stealth classes are too fun to remove ghost.
 

CorinthianRed

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The grenade launcher is there for a reason.
It's referred to as the noob toob for the very reason of it being the weapon of choice for the new comer.
When you are new to a game and are constantly get beat down by other players who have a stong understanding of the games layout and mechanics you get frustrated. And when you have no way to fight back, it gets even worse. If you can't compete long enough to find out what weapons are good, you won't stay long with the game.

But I will say how I think the grenade launcher should handle.
1. It starts with 3 rounds.
2. No Ammo replenishing from scavenger, or care packages.
3. The damage it deals needs to be greater than it does in Black ops, and less than it does in MW2.
4. A Kill with a grenade launcher needs to be worth less points than that of other weapons.
5. All under slung launchers need to have sights that you have to aim down before it lets you fire. (Like the thumper, or china lake does)

In my opinion, that would go a long way to balancing it.
 

CorinthianRed

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teh_Canape said:
SammiYin said:
Just get rid of knives in general and I'll be a happy man.
yeah, go back to using the gun's butt, at least it was more credible than pulling out a knife and slicing someone that quickly, while holding an M60
Heres my idea. Return Commando as a perk, but hear me out on this.
Without commando, you would melee with your weapon butt and it would be a two hit kill.
Commando would add no effective range, but it would instead allow you to pull out a knife which would be slower than a rifle's first melee, but faster than it's second.

But the problem is that they won't remove that knife. The knife is convenient to game developers because means they have significantly less melee animations to design and create. Which infuriates me to be quite honest.
 

CorinthianRed

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TITAN59650 said:
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.
I don't think second chance should be taken out, but it needs to be severely tweaked.
Lets say I shoot someone using second chance, what should happen is that he drops and I get points for a kill.
And this is how second chance would kick in, it would work like it does for slowly dying enemies in campaign. You know how they look dead for a moment and take a good long time to pull out their pistol. But by the time they do pull out their pistol, I am already somewhere else long gone w/ my 100 points for a 'kill' I am certain I got and the second chance user would need a team mate to get him up.
Second Chance shouldn't be a chance at stupid instantaneous revenge, but a second chance to get back into the game for the incredibly unlucky, and the ridiculously stupid.
Also, putting someone into second chance should count towards a kill streak...Although when I think about it, I see how that could be used for boosting.

Remove it from free-for-all. I think that covers it, tell me if I missed anything obvious.
 

Kinguendo

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YAY! Confirmation that I was right all along!

Now we go for quick scoping and combat spawn rape and then we are done.

Moving spawns does something to combat spawn rape BUT people figure them out quite easily as they did with Black Ops.
 

proandi

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Being the commando, lightweight, marathon pro, tactical knife user was fun for a game or two but no I agree removing it was good. The distance on the lunge was way too much.

However quickscoping shouldn't be removed or "nerfed" at all. Make it like Cod 4 yeah just have slight of hand not work with it? quickscoping takes actual skill. A side note to this is that if I'm moving and shooting with a sniper (unrealistic I know but then again the intervention is a two person gun so who's going for realism?) if my crosshairs are on the guy it hits him. I shouldn't have to stop first so my bullet doesn't fly off in the wrong direction, that's just stupid.

As for noob tubs, RPG7 etc I think they're fine as they are, just tone down the power of danger close. My main grip is don't spawn someone I just killed so close to me they can easily noob tube all the way over the map and kill me. THAT'S what's annoying.
 

proandi

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CorinthianRed said:
TITAN59650 said:
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.
I don't think second chance should be taken out, but it needs to be severely tweaked.
Lets say I shoot someone using second chance, what should happen is that he drops and I get points for a kill.
And this is how second chance would kick in, it would work like it does for slowly dying enemies in campaign. You know how they look dead for a moment and take a good long time to pull out their pistol. But by the time they do pull out their pistol, I am already somewhere else long gone w/ my 100 points for a 'kill' I am certain I got and the second chance user would need a team mate to get him up.
Second Chance shouldn't be a chance at stupid instantaneous revenge, but a second chance to get back into the game for the incredibly unlucky, and the ridiculously stupid.
Also, putting someone into second chance should count towards a kill streak...Although when I think about it, I see how that could be used for boosting.

I like the sound of that. I hate how I'd shoot someone down, think they died carry on running but by the time ive turned back at them to finish them off in their stupid last chance position they've gunned me down completely. Frustrating to say the least.

You're idea sounds good, put it to IW, if that is they even include the perk. It wasn't in MW2 or MW1 was it?
Remove it from free-for-all. I think that covers it, tell me if I missed anything obvious.
 

Lev The Red

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Nickolai77 said:
What does annoy me however, on black ops, is second chance users. The trouble is that when you kill them first time round they are briefly invulnerable to bullets until they hit the floor. The game mechanic needs to be tweaked.
thank god i'm not the only one who's noticed that!

second chance is the only perk i would like removed completely. commando pro is fine, it just needs to have some trade-offs: ok, you can lunge into melee and ignore fall dammage, but you take more bullet dammage to keep it balanced.

they also need to remove that weird 4th dimension people go into when they lunge making them immune to bullets until just before they make contact (similar to when people go into second chance).