aku:jiki said:
So tired of that line of crap thinking. Being fast and mobile requires strategy too, I just come up with my tactics faster than you slowpokes sitting in corners do. You are not supremely clever because you found a piece of cover in a high-traffic area.
Yeah... Roll fucking eyes.
To be honest, it's about balance. I like rushers, and sometimes play like that (although when I do it's with a shottie). But more fun for me is to be strategic and think about how to clear a room, take it, then use that room and the surrounding areas to control a large sector of the map.
The "sitting in corners" argument is ridiculous. I dislike corner campers (especially in dark maps like Hanoi), but I never rage at them since their strategy is equally valid and actually necessary to balance out how easy/difficult it should be to take control of a space.
The game would be boring if nobody rushed, but it's equally boring when everyone rushes.
As for the maps you showed, it is difficult to show why those are great maps and MW3's are shit, but I'll list a few reasons:
1. Verticality. Both Backlot and Ambush have very smart uses of buildings and what the buildings allow you to see. Which leads to...
2. Sightlines!
These you can actually see on your overheads. Notice how there are some short paths and other long paths? This gives the game diversity. It also encourages gameplay that balances getting somewhere fast and direct, yet putting yourself in danger, versus flanking but getting somewhere more slowly when your target may have himself moved on.
3. Cover. So important to the way Ambush works is cover. The ruins are intelligently designed and often give you waist-high or similar height cover. Basically, it's stuff you can fire over. Backlot utilizes windows or lack of them to indicate cover. District too has portholes and waist-high cars to fire behind (with a balanced risk associated).
The cover in MW3 by comparison looks as if it was distributed by imbecilic monkeys. It's often not at a logical height, whether designed for firing over or hiding behind. It seems randomly placed with the only objective being to obscure any sightline that is long enough to drop the range on an SMG. And the use of elevation is nonsensical at times, serving the same purposes. Hardhat's elevation is baffling, giving high ground (and headshots) to players for no reason that didn't work to earn or hold any sort of position or get any other strategic advantage besides where the game decided to spawn them.