Originally posted by SLiiTH3R
How do you compare it to other Call of Dutys? - PejeXD
This game, while definitely being its own beast, has a very distinct "Modern Warfare 2" feel. Some people have been calling it "Modern Warfare 2.5" and justifiably so. While around 4 hours of time on the game is too small to get a grasp of where the metagame might be headed, I think I can safely say that if you enjoyed Modern Warfare 2 as a whole, you'll like Modern Warfare 3.
Any aspects of the game that clearly stood out? - Tyga
The new Kill Streak system was probably the biggest change, and I think will have the biggest impact on the metagame one or two months into its release. Specifically speaking, the "Specialist Package" which allows you to earn up to 3 additional perks every 2 kills when combined with a SMG and Range Proficiency makes for pretty over-the-top battles. I think it will need to be watched carefully since this may very well be a game changer.
What are your views so far on the different tiers of poinstreaks? - warfare24
I'm not quite sure what to think of how many Kill Streaks are available in the 3 tiers. On one hand, the limitation of tiers and the variety in them could potentially balance things out, but on the other hand I'm concerned that this game will still be a little too focused on holding out for support rather than the "gun on gun gameplay" that was promised to us. Only time will tell, but from what I've seen so far, the Specialist Package and the Support Package will probably be dominating games later on.
How does it feel, compared to Black Ops? - Akimbo
The game honestly doesn't feel anything like Black Ops. In a way, it's almost as if Black Ops never existed. Normally there will be features or balance from the previous CoD titles integrated into the newest release, but I didn't get any Black Ops vibes from anything. The best way to describe the game is by calling it Modern Warfare 2.5, though some may feel that's unfair to call it such.
Is the gun damage similar to MW2 w/o stopping power or MW2 w/stopping power? - Jayson Voorhees
Weapon damage feels between MW2 with and without Stopping Power. There were a few times when I felt like I dropped instantaneously, and other times where I felt I lasted a lot longer than I should have. I wasn't able to get a good look at which guns the enemy was using at the time (many of the AR gun models look extremely similar this time around), but I think 2 well placed shots to the chest and/or neck brings someone down fairly well. Head shots were extremely abundant in this game because of the muzzle climb and flinch effect. How that will translate later in the game's life I'm not qualified to say.
Do Machine Pistols have more or less the same fire rate and/or damage as the ones in MW2? - El Kalibre
Machine Pistols have an extremely short damage drop off, but a very high fire rate overall, similar to those from MW2. The muzzle climb, however, was a lot greater, feeling slightly greater than the G18 of MW2. These things should only be considered in situations where you're out of ammo or you plan to be doing some extreme close quarter combat; they're nigh untouchable up close. Also, with the FMG9, you need to remember to unfold it every time you respawn, otherwise the first time you switch to it during combat will get you killed since it takes forever to do so.
Do you run faster with your pistol out like in Black Ops? - Pbjb989
I didn't notice a significant speed boost if there was any. So I'd be more inclined to say that no, that isn't the case.
Was SnD ever talked about or played? If so did it sound/feel like MW1 or MW2? - zFOXYGRANDMAz
I played 2 games of Search and Destroy. The pace felt comparable to any other SnD game you might have played. Games started out fast and furious for early kills, eventually slowing down to a turtle-like crawl while the bomb was either planted or the remaining people were killed. It was a lot easier to find and kill people because the map (I played 1 map twice for SnD) did not have many random hallways to take advantage of - it was very straight forward. However, there were a lot of crevices and objects in the space that WAS provided to make you have to watch things extremely carefully. Unfortunately with all of the background noise in the hanger as well as the headsets not being easily adjustable, it was hard for me to hear footsteps or tell exactly where anything was coming from like I'm used to with my headset, so things were a bit different than I would have wanted to test SnD in.
- Is the sound system on Modern Warfare 3 similar to Mw2 or Black Ops (Mw2 was like, you can hear yourself walking with ninja and hear others when they are close to you (with Astro), hear anyone climbing in a certain area, swapping guns, reloading)(Black Ops was like alot of noise from the environnment, huge sound when you climbed something, and nothing else).
- Is it possible to dropshot and is it good or not ?
- Is the SMG/Ar balance more like Modern Warfare 2 or Black Ops?
- Are the maps layout pretty much like Mw2 (A lot of hotspots that needed to be taken by the AR's to control the map - e.g. : Highrise / and not only a horizontal battle, it could also be vertical (Helicopter, high buildings) or more Black Ops (not alot of hot spots, all played on the sameground..) ? - nSydia HawK
- The sound system was extremely difficult to check thoroughly. Although we did have ASTRO headsets, there was a shit ton of background noise in addition to not having time to adjust the headsets volume settings properly. A few times I heard some reloads or falling by enemies that was pretty loud and stood out over other sounds, but I'm not sure exactly why they did over other situations. I'd like to blame the headsets, but I can't be too sure at this point. I think it would be safe to say sound design was extremely similar to MW2, though.
- It is possible to dropshot, but I don't think it's as effective as it was in MW2 or MW1 for that matter. The animation seems slower and the hitbox advantage received by doing it seemed significantly less. However, dropshots get a bonus from lag, and that's not something we had at the event, so once it hits field testing we may have a bunch of different results. I still used it, however to confuse enemies just a bit doing a sprint jump into drop shot. I went 37k/18d on one of the TDM matches, so I'd like to say it helped against a bunch of pub guys.
- I think the balance is too soon to tell, but thus far it seems SMG will win at close - mid range where as AR will win at long range. LMGs are strictly long range/support. I won't really comment much more on that because I think it's still too early to make any accurate readings on that, and a lot of things that happened could have just been chance and all. Though I will say that flinch as a ****ing huge impact on kills. Headshots are achieved like crazy by shooting someone and making them flinch into getting a headshot. I never liked it in MW2 and I feel like it was happening a lot more here. We'll see what happens, though.
- There is a lot of CQC in the maps that were available since they were all fairly small maps, but any vertical fight space was left pretty much in the open and wasn't really a small chokepoint that could be controlled, so that might eliminate some of the camping involved. Whether these areas will end up being the hotspots I don't know, but it seemed like with the 4 hours we had that at least 80% of the map was being played at all times. Hardly any wasted space in the small maps which is a good thing.
I use shotguns more than any weapon in any CoD game, so they're very important to me. Do you have anything else to add about shotguns that you've not already mentioned? Are they primary weapons? What's the default range like? Is it easy to get OHK's or do you still get loads of hit markers? Feel free to give as much detail as you can on anything shotgun related! Thanks! - PsychoticDust
Now that shotguns are primary weapons, I feel like they aren't as overpowered as they were in Modern Warfare 2, even if the range and damage is still decent enough (at least on the small maps that we played since those were all that was available). I don't think you'll be getting a lot of OHKs with the shotguns, but with how many of them are semi-auto and with the damage they CAN do, you'll be racking up plenty of kills in a very short period of time. The spread of bullets seemed fair. I'd compare it to the Striker of MW2 if anything. I didn't spend too much time with shotguns, so my memory is kind of fuzzy on all of the major details, but I think you'll be pleased with where they're at, at least for the first few weeks of metagame development, anyways. I wouldn't for the life of me be able to tell you which 2 shotguns I tried out and which one felt which way, but maybe Ace` can elaborate a bit.
Is there a ghillie rifle-wrap for sniper rifles? - Typhoon
Unfortunately not. Sorry.
What killstreaks did you play with(Either directly, witnessed, or got to partake in)? Did you play with the Balistic vest? How powerful was the effect, and what kind of effect did it have if you did.
Did you try any of the new tactical grenades? Some of that stuff looks pretty interesting, I'd be down to find out what kind of effects EMP grenades had on stuff like sentry guns. - Cal
There was a lot that I saw, and a few that I used myself, so there would be an extremely long response if I just covered anything generically. Though since you're asking about the ballistic vest, it felt like painkiller from MW2. the group ballistic vest thing from the Support Package killstreak drops a mound of vests that teammates can pick up and use as well. It just looks like a pile of vests on the ground. It's definitely useful when you're under constant attack or if you plan on running in to try something heroic. A vest emblem appears under your crosshairs when you shoot someone with a vest.
The new tactical grenades weren't too helpful at this point since hardly anyone was using sentry guns or anything for the EMP grenade to be effective on. Flash bangs and Concussion grenades are still extremely beneficial and a pivotal part of playing an offensive game, though, due to the speed of the action and how often you'll need to turn a blind corner.
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thanks to digitalwarfare247