So I heard you liek clusterfucks
rCIZZLE said:
MW1 was set up to be a camp fest. Every map had tons of spots where you could claymore up and be good to go. MW2 had the same but to a lesser extent. MW3 feels to have 3+ entrances to every area or building. After like 20 hours logged into the game I haven't noticed a significant amount of campers like in the previous titles. The cover loses it's purpose if you're always exposed when trying to hide behind it.
the reason these maps suck are because they not only because cater to one playstyle, it does it sloppily too. The shitty spawning and all the oddly placed objects not only obstruct movement, it barely serves as cover because you can't shoot over most the objects, because it either too high or some decoration is blocking you view. Plus with all the little rooms there is more corner camping than ever before.
As it stands now, head to head firefights are non existent, so is long range combat, all it is "lol flank", alot of shooting people in the back, and alot of corner encounters ( latency influences who wins corner encounters more than anything in the game ). this is fine in doses, but all the maps play out largely the same which gets redundant, and worse than that, the close range encounters are mostly awkward because of the aforementioned reasons I stated.
You don't have to make a game that all but abandons mid to long range cover to make a rush friendly game; give all camper pearches multiple vantage points to shoot through, place cover along a path to flank behind, stop having bullets come from a guys head and from the gun instead ( why doesn't IW fix this!?!? ) have walls serve as force multiplier for explosives to kill anybody camping, etc.
It would've been fine to make a game that favored rushing, but it would've been even better if the maps were good to go along with it.