Post: Rejack problem or something else?
08-22-2015, 08:40 PM #1
ResistTheSun
In Flames Much?
(adsbygoogle = window.adsbygoogle || []).push({}); Lets talk about specialists and the impact they have on the game.

From a design point of view also becomes a missed opportunity gameplay wise. However I can understand why they have limited the power of them just like killstreaks they are very powerful tools.

Rejack is an gameplay mechanic which was removed from the game a couple years ago but has returned. Allows the player to revive with health back to 100. Many people have been saying this ability is overpowered however I think they are missing the bigger picture. Rejack is a passive ability most of the other abilities in the game are something you need to activate. Here a break down so you get the point...

Requires activation


  • Gravity spikes - Offensive
  • Overdrive - Defensive
  • Sparrow - Offensive
  • Vision pulse - Defensive
  • Tempest - Offensive
  • Glitch - Defensive
  • War machine - Offensive
  • Kinetic armor - Defensive
  • Annihilator - Offensive
  • Combat focus - Passive
  • Ripper - Offensive
  • Scythe - Offensive
  • H.I.V.E. - Offensive
  • Psychosis - Passive
  • Active camo - Passive



Does not require activation


  • Rejack - Passive



Glitch is very close to rejack but requires the player input in order to make use of it and rather situational. Rejack success may be situational but the activation is not. In game which you die so fast you want a reward which you're likely to use. Worth pointing out that only situational use for rejack is for you to die. Worse still every second counts if you're wasting your time trying to kill somebody who should died 100ms ago you're putting yourself at risk. If anything Rejack is going to become overused over overpowered without a doubt far more powerful situational abilities.

Annoying, frustrating as a gameplay gameplay mechanic no doubt.

Rejack is not that good but better compared to the other abilities.

Problem is they tried to make specialists have limited impact on the game not to over shadow perks or killstreaks but rejack is versatile. Other abilities are far too situational for the average player. As a result they have created something which is going to have quite a big impact on the game.

Still don't view it as being overpowered just far more versatile compared to the others.

As for solutions....

I think they need to go back to the drawing board coming up new versatile abilities which react with certain perks or items within the game. Giving every specialist a passive power and one which can be activated. Of course I could be wrong with this but would be nice to see specialist impact the game more.

Not 100% on what the best solution would be when it comes to this...and just goes to show you how hard game design can be.

Worth pointing out that gameplay mechanics should be a two way street so the player using it should feel powerful but the player used against does not feel helpless. Which is why killstreaks have been nerfed if anybody was curious that part of the reason why.

Credit to Treyarch however for making it obvious when somebody is using compared to some others which not obvious until you're dead.

The following 2 users say thank you to ResistTheSun for this useful post:

Gay For Satan,
08-22-2015, 08:47 PM #2
Default Avatar
Kas
Guest
Originally posted by ResistTheSun View Post
Lets talk about specialists and the impact they have on the game.

From a design point of view also becomes a missed opportunity gameplay wise. However I can understand why they have limited the power of them just like killstreaks they are very powerful tools.

Rejack is an gameplay mechanic which was removed from the game a couple years ago but has returned. Allows the player to revive with health back to 100. Many people have been saying this ability is overpowered however I think they are missing the bigger picture. Rejack is a passive ability most of the other abilities in the game are something you need to activate. Here a break down so you get the point...

Requires activation


  • Gravity spikes - Offensive
  • Overdrive - Defensive
  • Sparrow - Offensive
  • Vision pulse - Defensive
  • Tempest - Offensive
  • Glitch - Defensive
  • War machine - Offensive
  • Kinetic armor - Defensive
  • Annihilator - Offensive
  • Combat focus - Passive
  • Ripper - Offensive
  • Scythe - Offensive
  • H.I.V.E. - Offensive
  • Psychosis - Passive
  • Active camo - Passive



Does not require activation


  • Rejack - Passive



Glitch is very close to rejack but requires the player input in order to make use of it and rather situational. Rejack success may be situational but the activation is not. In game which you die so fast you want a reward which you're likely to use. Worth pointing out that only situational use for rejack is for you to die. Worse still every second counts if you're wasting your time trying to kill somebody who should died 100ms ago you're putting yourself at risk. If anything Rejack is going to become overused over overpowered without a doubt far more powerful situational abilities.

Annoying, frustrating as a gameplay gameplay mechanic no doubt.

Rejack is not that good but better compared to the other abilities.

Problem is they tried to make specialists have limited impact on the game not to over shadow perks or killstreaks but rejack is versatile. Other abilities are far too situational for the average player. As a result they have created something which is going to have quite a big impact on the game.

Still don't view it as being overpowered just far more versatile compared to the others.

As for solutions....

I think they need to go back to the drawing board coming up new versatile abilities which react with certain perks or items within the game. Giving every specialist a passive power and one which can be activated. Of course I could be wrong with this but would be nice to see specialist impact the game more.

Not 100% on what the best solution would be when it comes to this...and just goes to show you how hard game design can be.

Worth pointing out that gameplay mechanics should be a two way street so the player using it should feel powerful but the player used against does not feel helpful. Which is why killstreaks have been nerfed if anybody was curious that part of the reason why.

Credit to Treyarch however for making it obvious when somebody is using compared to some others which not obvious until you're dead.


I see where you're coming from, as you said " Rejack is going to become overused over overpowered" that's with most things (not all) but most things in call of duty that are considered "over powered"
08-22-2015, 10:26 PM #3
ResistTheSun
In Flames Much?
Originally posted by Kas View Post
I see where you're coming from, as you said " Rejack is going to become overused over overpowered" that's with most things (not all) but most things in call of duty that are considered "over powered"


Danger close mixed with OMA was overpowered pretty much voided every weapon in the game.

Famas from BO1 was overpowered as it out classed every weapon in the game.

Some of the best setups in call of duty are the most versatile why stopping power became so powerful. Only need to look at what the pro players run to see that.

Curious how the player base reacts to rejacked and what happens.
08-24-2015, 03:14 AM #4
KAOSxGaming
At least I can fight
Originally posted by ResistTheSun View Post
Lets talk about specialists and the impact they have on the game.

From a design point of view also becomes a missed opportunity gameplay wise. However I can understand why they have limited the power of them just like killstreaks they are very powerful tools.

Rejack is an gameplay mechanic which was removed from the game a couple years ago but has returned. Allows the player to revive with health back to 100. Many people have been saying this ability is overpowered however I think they are missing the bigger picture. Rejack is a passive ability most of the other abilities in the game are something you need to activate. Here a break down so you get the point...

Requires activation


  • Gravity spikes - Offensive
  • Overdrive - Defensive
  • Sparrow - Offensive
  • Vision pulse - Defensive
  • Tempest - Offensive
  • Glitch - Defensive
  • War machine - Offensive
  • Kinetic armor - Defensive
  • Annihilator - Offensive
  • Combat focus - Passive
  • Ripper - Offensive
  • Scythe - Offensive
  • H.I.V.E. - Offensive
  • Psychosis - Passive
  • Active camo - Passive



Does not require activation


  • Rejack - Passive



Glitch is very close to rejack but requires the player input in order to make use of it and rather situational. Rejack success may be situational but the activation is not. In game which you die so fast you want a reward which you're likely to use. Worth pointing out that only situational use for rejack is for you to die. Worse still every second counts if you're wasting your time trying to kill somebody who should died 100ms ago you're putting yourself at risk. If anything Rejack is going to become overused over overpowered without a doubt far more powerful situational abilities.

Annoying, frustrating as a gameplay gameplay mechanic no doubt.

Rejack is not that good but better compared to the other abilities.

Problem is they tried to make specialists have limited impact on the game not to over shadow perks or killstreaks but rejack is versatile. Other abilities are far too situational for the average player. As a result they have created something which is going to have quite a big impact on the game.

Still don't view it as being overpowered just far more versatile compared to the others.

As for solutions....

I think they need to go back to the drawing board coming up new versatile abilities which react with certain perks or items within the game. Giving every specialist a passive power and one which can be activated. Of course I could be wrong with this but would be nice to see specialist impact the game more.

Not 100% on what the best solution would be when it comes to this...and just goes to show you how hard game design can be.

Worth pointing out that gameplay mechanics should be a two way street so the player using it should feel powerful but the player used against does not feel helpless. Which is why killstreaks have been nerfed if anybody was curious that part of the reason why.

Credit to Treyarch however for making it obvious when somebody is using compared to some others which not obvious until you're dead.


Honestly the specialists weapons fucked this game up for me i have no problems with Rejack, glitch, etc BUT these damn weapons Sparrow, Tempest, Annihilator, War machine, and gravity spikes are Fucking to powerful these weapons give people even a bigger means to camp or New players a chance to get easy kills. And about the Killstreaks yea they have been nerfed to hell with how easy it is to hack or take the streaks down.
08-24-2015, 07:52 PM #5
ResistTheSun
In Flames Much?
Originally posted by KAOSxGaming View Post
Honestly the specialists weapons fucked this game up for me i have no problems with Rejack, glitch, etc BUT these damn weapons Sparrow, Tempest, Annihilator, War machine, and gravity spikes are Fucking to powerful these weapons give people even a bigger means to camp or New players a chance to get easy kills. And about the Killstreaks yea they have been nerfed to hell with how easy it is to hack or take the streaks down.


Black hat needs to be looked at not sure on the best way to fix that problem.

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