divisionbyzorro said:
You're absolutely right. Too bad they never fixed the Javelin glitch and the Akimbo 1887s.
There are two things wrong with this.
One, it took them two months to "fix" the 1887s. I say "fix" because their "fix" consisted of changing the range of the Akimbo 1887s to that of the non-Akimbo 1887s. They were in fact so lazy with this "fix" that they neglected to change the range for FMJ Akimbo 1887s which meant that it subsequently took players about ten minutes to figure out a way around this "fix". They did patch this on PC (after about two weeks), but in patching the 1887s, they somehow managed to completely break the matchmaking system (there's still a very rampant bug that doesn't allow you to host two consecutive games or the game crashes and everyone's kicked from the lobby).
Two, claiming IW is making an effort to fix their broken game based on the fact that they have solved
two problems is ignorant of how many problems this game really has.
- Turrets can still be placed in walls on many levels (Underpass).
- Akimbo G18s are bizarre (I'm told this is exclusive to the PC).
- Afghan still has huge collision issues even if you can't blatantly walk off the map anymore (how did QA not notice this?).
- Commando has a ton of invincibility frames that I doubt were intentional.
- OMA Tube takes away the weapon's biggest weakness. If this was intentional, it's extremely bad for play balance. If this was unintentional, why the hell haven't they fixed it yet?
- Attack Choppers are vastly underpowered and their AI makes them almost completely useless. When harriers, also a seven kill streak, pick up more kills in their "chopper" phase than the legit chopper does, there's something wrong.
- The pave low killstreak bug has gone unnoticed since the game came out (Pave Low kills gotten in killstreak form only add to your killstreak some of the time, whereas Pave Lows out of care packages always do).
- Certain... leaves in Favela are indestructible.
- IWNet was ill-conceived when the game launched and barely functional. It was designed with the console gamer playerbase in mind. As such, it's extremely difficult to get a good game in non-peak hours on anything but TDM due to the fact that there simply aren't that many people playing in any given region. It's not like on the X360 where there's probably around a million people online at once (I would guess more); there's 175 000 on at most and around 100 000 actively playing (When I was on last night at 4 AM, TDM Express had 987 people playing on it; needless to say, I couldn't find a game) so unless you live in an extremely well-populated area (hell, I live in Toronto and I can't get a decent game sometimes) you're screwed. The best part is that the last PC patch made shit exponentially worse with the introduction of the aforementioned game-crashing bug that prevents players from hosting two games in a row.
- The disparity between player models and that player's actual ability to shoot is huge; In MW2 your gun and your eyes are at your forehead, resulting in people being able to shoot from behind cover with only the tips of their heads sticking out. This is a major design flaw but it would take a lot to fix and balance so I doubt IW will ever do it.
- EMPs are almost completely useless considering where they're placed on the killstreak list and that they don't work on nukes.
- Care packages have huge collision issues and do enough damage to kill someone regardless of velocity.
- Glass has as much health as a person (and they have more than three times as much health as a person on hardcore).
- The Holographic Sight is bugged on an overwhelming amount of weapons, most notably the FAL (the holographic sight on the FAL makes it lose its range penalty, so all shots do maximum damage).
- Flashbangs don't work like they're supposed to/the game tells you they do on turrets.
- Claymores have a lot of weird foibles, like exploding (but not hurting anyone) when they're knifed. The flashbang effect also doesn't match the animation.
- If a player who has been stuck picks up a new weapon, the semtex will explode but it won't hurt anyone.
- There's a large disparity (depending on the gun) between the HUD and what gun the game considers you to have equipped when you are switching guns. If you switch guns and try and pick up another while you're loading the gun you switched to, instead of replacing the gun you have equipped (and the gun the HUD says you have equipped), it replaces the one you switched from. This is most notable in laggy games and it also leads to a lot of weird reload problems.
- Several guns reload before their animations suggest they do. This isn't really a bad thing but it's exploitable (not as much as it was in CoD4, though).
- Throwing knives are almost useless.
- Claymores can be dropped in a straight vertical line from a tremendous distance on certain surfaces (to try this, go on the roof of highrise, face to the right of the map, walk as far to the left as you can go without falling off of the building, and drop a claymore).
- The announcer will neglect to tell you things if a lot of things happen at once (most notable on Domination). This isn't a big deal but that it wasn't a problem in CoD4 and it is in MW2 is a little funny. This happens with challenges a lot too.
- Last stand has invincibility frames and final stand has frames where you can be shot but you can't do anything back.
- Danger Close gives claymores a shotgun-like effect by which they kill you instantly from a certain range and then stop doing damage completely an inch later.
- The blast shield is completely worthless.
- The riot shield is fun but not viable; the melee should have increased damage (not a one-hit kill but I believe it only does 50 right now) and stack with stopping power, but should not stack with commando.
- Whether this is a bug or not I don't know, but an iota of guns have ACOGs that don't sway.
- Some points -- like B on estate -- can be captured through walls.
- The AK sways with nothing equipped (again, I don't know if this is a bug or not).
- Demolition's two-out-of-three format allows one team to win the match by winning on defense twice but never winning on offense. Not a bug, but extremely poorly thought out.
- The respawns on most game modes are worse than they were before. In domination, the game will frequently spawn you on a point not controlled by you if a point controlled by you has people on it. If you are behind the other team in TDM, it is likely that whoever you kill will respawn behind you (assuming that the majority of your team is not with you). If both points are being bombed in demolition, the game will revert to TDM spawning style and place you in random places. HQ's are the worst: Not only does it frequently split your team's spawns (if, say, the HQ is in the middle), it's also sporadic in its selection of the distance that it spawns you from the HQ. While the 30 second grace period alleviates this somewhat, it doesn't as much as it should because the team inside still has an advantage. Not to mention the fact that the game, in general, doesn't account for what's going on where it wants to spawn you (I think we've all been spawned into a predator missile or tube before) making it hard to place any real weight on kills and deaths.
- The chopper gunner's bullets don't correspond at all with where it's actually shooting.
- Giving the AC130 a turning radius means two things. One, aiming close to its center causes it to go really wonky and causes the screen to start panning like mad. Two, on larger maps, it is possible to stand on the side of maps and become impossible to be hit due to the combination of the AI and the limited radius. Also, the MG is useless unless the person you're shooting at is AFK.
- The matchmaking system will sometimes make 7v5 games.
That's all I can come up with right now. I'm sure if I looked harder I could find more, and I know for a fact that the 360 version has more problems than the PC.