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Call of Duty: Modern Warfare 3 |OT| Got 99 Problems, But Sales Ain't One.

DRE Fei

Member
I think there's a glitch where if you equip a shotgun with ext mags, it shoots more pellets per shot.

Yeah, it shoots 9 pellets with ext. mags compared to 6 without. It greatly increases your chances for a 1 shot kill with something like the Spas12 or KSG, especially when combined with the damage proficiency. On something like the striker, this is insane. It takes a while to rank the guns up though. It's level 26 for ext. mags and level 28 for damage and you will be cursing the game all the way there (unless you're using the striker) losing close range battles constantly.
 
Yeah, it shoots 9 pellets with ext. mags compared to 6 without. It greatly increases your chances for a 1 shot kill with something like the Spas12 or KSG, especially when combined with the damage proficiency. On something like the striker, this is insane. It takes a while to rank the guns up though. It's level 26 for ext. mags and level 28 for damage and you will be cursing the game all the way there (unless you're using the striker) losing close range battles constantly.

Excellent, thanks.

Anybody up for some games on the 360 now?
 

Radec

Member
Striker with damage and ext. mags is a beast. I thought about not prestiging again, but quickly changed my mind. You don't even have a chance against it because the range is so ridiculous. It's pretty decent with just kick and the grip, but the other shotguns definitely need that boost. They are absolutely horrible.

It's funny that you have to grind forever to get ext. mags to make the shotguns good, but the glitch that makes the grind worth it might get patched out anyway. I guess all the shotgun guys should just enjoy it while it lasts?

Primary: Striker w/Extended Mags and Damage (have fun grinding for that, it sucks but once you get damage it's so worth it)

Secondary: Akimbo Skorpions

Grenades and equipment is up to you, I usually use semtex and stun grenades.

Perks: Slight of Hand
Assassin
Steady Aim (you never want to ADS w/the striker)

Specialist Killstreak: Hardline,(you'll be getting many assists, and every 2 count as a kill towards the streak) Dead Silence, Scavenger.



That's what I run anyway.


EDIT: It's the 4th class


http://i.imgur.com/DoZzm.png

man, I just prestiged!

I've used the striker for a game, went positive but it takes like 2-3 shots before someone drops which is pretty news to me for a shotgun. :/

Will try this when I get the striker again. Hopefully they don't nerf it by that time.
 

X-Frame

Member
A stock Striker isn't even that bad if you use it on the correct maps, or are just smart while using it. I never had a hard time with it but once I unlocked Range/Damage and Ext Mags it's just much easier -- and more fun.

More people rage when dying from shotguns than any other gun I feel like.
 
Hate the fucking Striker. Way too strong considering its fire rate and mag size. It wouldn't be so bad if the vast majority of maps weren't primarily composed of rooms and blind corners.
 

Xux

Member
They should play it off like the glitch is that the stock shotguns shoot less pellets than intended and just buff them to shoot more without extended mags.

Do it, fourzerotwo, you know you want to.
 
Hate the fucking Striker. Way too strong considering its fire rate and mag size. It wouldn't be so bad if the vast majority of maps weren't primarily composed of rooms and blind corners.

That's what happens when a MW2 shotgun is copied and pasted into MW3.

Good game xtortion, strider, etc. My K/D is going up, hopefully I can get it back up to what it was in Blops (1.35) soon.
 
That's what happens when a MW2 is copied and pasted into MW3.

I guess the map design in MW3 is radically more different that I thought. I had zero problems with shotguns in MW2; they had their place (AA12 bottom mid on Skidrow <3) but were countered by all the good shotgun areas being easy to avoid and not all that common. Same with Blops.

In MW3 on any map besides Village, Bakaara, Outpost and Interchange, there are very few spots where the Striker isn't the best gun to be holding. And say what you will about the Type 95 but at least you have to aim it (generally).

IDK how to balance the Striker though. Maybe less damage than the USAS to make up for its bigger magazines? The extended mags glitch definitely shouldn't work on it though. They should probably fix the glitch for the USAS and Striker, leaving it for the pump/lever actions and AA12 since they obviously need the boost to be competitive.

PP90 might also need some nerfing, or the other SMGs need a buff. I'm not sure how it fires lightyears faster than the UMP yet has half the recoil, even without Kick, with no significant damage loss. MP5 has too much recoil also. MLG put out a video where some Blops pro said his favorite SMG was the UMP. That thing is complete garbage; I wouldn't even mind it being a 3 shot kill at any range because of its horrible recoil and slow fire rate. PP90 and MP7 are wayyyyyyyyyyy better.
 

redhot_

Member
Elpolloloco get's a MOAB with the SPAS-12

In this video, it seems the SPAS-12 isn't far behind the MW2 counter-part .. but of course those of you who have used the SPAS-12 might think different. That, or the player is just that good.

I was messing with the spas today, and wtf after seeing that! wish i could get some of the kills he pulled off at range. I only seem to be really successful when the other team is full of retards.. if you get a hit marker and the enemy has a SMG its over.
 
Elpolloloco get's a MOAB with the SPAS-12

In this video, it seems the SPAS-12 isn't far behind the MW2 counter-part .. but of course those of you who have used the SPAS-12 might think different. That, or the player is just that good.

Nah, the SPAS isn't as good as the MW2 one, and you can feel the difference between the 2 when you hit someone with a flush shot. The SPAS in MW3 isn't bad though, thing is, is the effectiveness of the shotgun really depends on how much or how little lag you're dealing with. Same with all the shotguns really, and that's why you hear cries of how inconsistent the shotguns are. The other day I pulled of 21 kills in a row with the spas while running assault, but when I switched lobbies I couldn't pull off a killstreak for shit; I suppose I can just chalk it up to lag and lag compensation working against me.

and yes, the striker is overpowered
 
I guess the map design in MW3 is radically more different that I thought. I had zero problems with shotguns in MW2; they had their place (AA12 bottom mid on Skidrow <3) but were countered by all the good shotgun areas being easy to avoid.

In MW3 on any map besides Village, Bakaara, Outpost and Interchange, there are very few spots where the Striker isn't the best gun to be holding. And say what you will about the Type 95 but at least you have to aim it.

IDK how to balance the Striker though. Maybe less damage than the USAS to make up for its bigger magazines? The extended mags glitch definitely shouldn't work on it though. They should probably fix the glitch for the USAS and Striker, leaving it for the pump/lever actions and AA12 since they obviously need the boost to be competitive.

PP90 might also need some nerfing, or the other SMGs need a buff. I'm not sure how it fires lightyears faster than the UMP yet has half the recoil, even without Kick, with no significant damage loss. MP5 has too much recoil also.

As I said, the only nerfing that is needed is the striker needs to have it's minimum damage to 5 or 10 instead of the huge 15 without the damage proficiency, the type needs to have its rate of fire switched with the M16, and all the machine pistols need to do alot less damage per second or have big hipfire spead (and even bigger when using akimbo).

EDIT:

They should probably fix the glitch for the USAS

1252480241_stephen_colbert.gif
 
I've gotten 4 myself ( I usually don't set out to get one though )and I've had 1 used against me.Well, I might as well tell the story on how I got MOAB'ed: It was a game of Kill Confirmed and I decided to use the match as a chance to practice quickscoping. Well, my teammates were god awful and I'm mediocre at quickscoping so I wasn't bothering with trying to win the match, it was just a practice session for me.

Call it karma or whatever, but by the time I noticed all my teammates had died at least 20 times, 3 guys on the other team were flirting with a MOAB ( yup, 3 of them, no lie ). At that point I switched to an a.r. and went into buzzkill mode. Killed one guy and heard him rage so hard, one other guy got killed by someone else, and the last guy got the MOAB :( I was pissed and disappointed in myself for not taking the match seriously in the first place.
 
As I said, the only nerfing that is needed is the striker needs to have it's minimum damage to 5 or 10 instead of the huge 15 without the damage proficiency, the type needs to have its rate of fire switched with the M16, and all the machine pistols need to do alot less damage per second or have big hipfire spead (and even bigger when using akimbo).

Is the USAS really that weak? Thought it was about the same as the Striker except for smaller mags.

I'd rather not see the Type 95's fire rate slowed. If anything, increase the M16's fire rate and tweak damage so one of them is stronger at close-mid range and the other retains damage longer over distances. M16's fire rate is just so goddamn slow. Maybe make the M16 a 3 bullet kill at any distance and make the Type 95 a 2 bullet kill up close that drops off to a 4 bullet kill at mid-long range.

Machine pistols should definitely be at least 1 more bullet to kill than ARs/SMGs. Right now it feels like they have the same damage just with quicker drop-off. The MP9 is about on-par with most SMGs lol. Fucking MP5 and UMP both suck so hard. I think the MP9 might have LESS recoil.
 

eek5

Member
I thought a recent hot fix already took care of the glitch?

They moved it back into the "discussion" phase. I'm sure we'll see a rebalancing of shotguns if the extended mags glitch is removed otherwise they would've just done it already.
 
Is the USAS really that weak? Thought it was about the same as the Striker except for smaller mags.

The USAS-12 is identical to the spas-12 in terms of damage per pellet: Same close damage (25), same ranged damage (5) and same drop-off start and drop-off end. The difference is that the USAS fires much faster, but shoots only 6 pellets at a time (instead of 8 like the SPAS-12).

Both have more hitmarker range than the striker, but the problem is that if you are in hitmarker range with the striker you can pretty much spam it until you land at least 7 pellets on the opponent (and that number is only 4 if you have damage on it) and with extended mags that 9 pellets per shot. It's the same reason that the spas-12 was better than the stakeout and olympia in Blops.

To get the best understanding of the shotguns (such as why it seems like the AA12 is utter shit) this thread gives visual graphs of the damage for each one as well as graphs showing at each range how many pellets need to hit for the kill:

http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=3308

I'd rather not see the Type 95's fire rate slowed. If anything, increase the M16's fire rate and tweak damage so one of them is stronger at close-mid range and the other retains damage longer over distances. M16's fire rate is just so goddamn slow. Maybe make the M16 a 3 bullet kill at any distance and make the Type 95 a 2 bullet kill up close that drops off to a 4 bullet kill at mid-long range.

The problem I have seen with the type 95 is that even though it's damage drops off shorter than most ARs, you can still easily pop off a second or third shot for the kill. I'm guessing that's why were able to get some of those long range kills with it on bakaara (from the sniper building) even though the Type 95 was supposed to be the worst AR for long range shots. Then again I didn't check that MOAB game in theatre mode and the type 95 in that match was a weapon pickup so I don't know how long you got to use it for long range..

Machine pistols should definitely be at least 1 more bullet to kill than ARs/SMGs. Right now it feels like they have the same damage just with quicker drop-off. The MP9 is about on-par with most SMGs lol. Fucking MP5 and UMP both suck so hard. I think the MP9 might have LESS recoil.

It's weird, because I actually see a lot of people using the UMP (more-so than the P90 and PM9). But yeah, right now there is no incentive to use overkill and there won't be so long as the machine pistols have the rate of damage that they have. Secondaries are supposed to suck compared to primaries in every category besides reload, built-in stalker, and time to switch.



EDIT: So I just did some more reading, and apparently the USAS gets a 35% increase in range from the range proficiency.... wow
 

aku:jiki

Member
I've gotten 4 myself ( I usually don't set out to get one though )and I've had 1 used against me.
I've called in six myself and have never seen an enemy MOAB - I would actually like to see what happens and stuff!

They're really hard to get in this game. There's always that one guy that rages out and has to rage-chase you and he always ends up spazzing out so hard that the netcode can't keep up and you die at like 19 kills. Was about to get my 7th the other day when some jackass going 3-45 showed up in the weirdest, dumbest place with a Striker... :(
 
AA-12 on deck cuh

I love just trolling the shit out of people with it

I did that all the time in MW2. I would literally get behind someone and follow them around until they turn, then BAMBAMBAMBAMBAMBAM

The problem I have seen with the type 95 is that even though it's damage drops off shorter than most ARs, you can still easily pop off a second or third shot for the kill. I'm guessing that's why were able to get some of those long range kills with it on bakaara (from the sniper building) even though the Type 95 was supposed to be the worst AR for long range shots. Then again I didn't check that MOAB game in theatre mode and the type 95 in that match was a weapon pickup so I don't know how long you got to use it for long range..

They could also go and balance them like the M16 (with holo) and FAMAS were balanced in MW2. M16 had tighter shot placement but was a bit slower between bursts. Type 95 should definitely be good at range though, it is a burst weapon after all. Maybe it should take one more bullet to kill when using rapid fire. So then you have the risk vs reward of using rapid fire for faster kills at the cost of greater margin of error if you're inaccurate (like if you are a bit off so only 1-2 bullets connect). IDK why they gave it rapid fire. Regular Type 95 seems about on par with the MW1 M16 and MW2 FAMAS and M16, with Stopping Power of course.

All this talk about the M16 reminds me how god awful it is in MW3. In MW2 it was perfect. It desperately needs a fire rate increase. And no, I don't want to grind out for rapid fire.
 

Xux

Member
Just make the Type 95 do 35 damage up close and up the recoil a tiny bit and then half the delay between bursts on the M16.
And raise the CM901's recoil and damage at long range,
lower the headshot multiplier for the SCAR-L,
lower the ACR's damage at close range so headshots are less effective and at long range so it isn't a one shot kill at any range in Hardcore,
lower the MP5's recoil,
lower the UMP's recoil and change it's damage to 35-20,
raise the PP90M1's recoil,
raise the MP7's recoil and lower the damage at long range,
lower the visual recoil but raise the gun recoil on the L86 and raise it's long range damage,
make the MG36's recoil more vertical than horizontal and fix the Grip lowering the fire rate,
raise the PKP's damage at long range,
raise the M60's damage at long range,
make the Dragunov's recoil more consistent and make it a one shot kill to the upper chest,
increase the AS50's reserve ammo to give the same default total ammo as the Barrett, make the Extended Mag pellet buff the standard amount,
raise the USAS's long range damage,
raise the SPAS's long range damage,
lower the Striker's long range damage and range,
spawn the AA12 with more ammo,
replace the 1887's Attachments proficiency with Impact,
even out all of the Machine Pistols' damages at 25-17,
raise their Akimbo radius,
lower their Akimbo damage to 24-17,
lower the Skorpion and MP9's headshot multiplier and auto-aim range,
raise pistol damage to 50 up close but 49 with Akimbo,
increase pistol Akimbo spread,
make the USP and P99 long range damage 25,
the Five-seveN's long range damage 24 and Akimbo add time normalised,
the MP412, .44, and Desert Eagle long range damage 33 while keeping the multiplier to increase body shots that'll disappear while Akimbo,
and fix the Tactical Knife glitch that makes pistol auto-aim infinite.
 

Hanmik

Member
Connection issues on PS3..

Hello guys.. I have MW3 for PS3, and love the game.. but I have some nasty connection problems.

First of I have a 10Mbit/1Mbit connection (49ms ping), and I have Nat 2 on my PS3. So my connection should be fine.

BUT I am expiriencing some strange stuff. Last night I was host in a Kill Confirmed game on Mission. I used the striker and ended the game as Nr. 1 on our team, and we won..
But all the other people in the lobby disconnected after the match.
Some of them wrote to me. "Fuck your Shitty connection".. "Shit connection you cheater" .. and "Your connection is shitty that is why everyone left"...
I don´t get it.. the game looked fine for me.. but for them it sucked..

I joined three new lobbies after that. And I never was host. But in every single game I had the strangest LAG. Sometimes the enemies just stood still running in the same place, and I could run around shooting, but nothing happened. And after 10-30 seconds, the game would resume and I would be dead or in a totally different place on the map.

Is anybody else expiriencing the same stuff?
 
Connection issues on PS3..

Hello guys.. I have MW3 for PS3, and love the game.. but I have some nasty connection problems.

First of I have a 10Mbit/1Mbit connection (49ms ping), and I have Nat 2 on my PS3. So my connection should be fine.

BUT I am expiriencing some strange stuff. Last night I was host in a Kill Confirmed game on Mission. I used the striker and ended the game as Nr. 1 on our team, and we won..
But all the other people in the lobby disconnected after the match.
Some of them wrote to me. "Fuck your Shitty connection".. "Shit connection you cheater" .. and "Your connection is shitty that is why everyone left"...
I don´t get it.. the game looked fine for me.. but for them it sucked..

I joined three new lobbies after that. And I never was host. But in every single game I had the strangest LAG. Sometimes the enemies just stood still running in the same place, and I could run around shooting, but nothing happened. And after 10-30 seconds, the game would resume and I would be dead or in a totally different place on the map.

Is anybody else expiriencing the same stuff?

How far away is the host you were pinging to to get a time of 49ms? If you were pinging a server that was 50 miles from you like most do, that and your Nat type being moderate means you internet connection is probably shitty and is probably not great for hosting a match, relatively speaking.
 

X-Frame

Member
My first time actually going for a MOAB on Dome I defended B Dom with AK-47 and got it, killed the whole team and took out 3 vehicles of air support and then 3 seconds later .. "Lost connection to Host"

Does that mean the host Dashboarded?
 
I've never seen one.

I've seen about 10. I posted a while ago about getting spawn-locked at A on Mission. I saw three in a row (3 separate matches) when that happened.

I actually tried to get one during a Domination map on Outpost. Got to 19 kills and died (I usually get to 8 once or twice per match so this was great for me).
 
make the Extended Mag pellet buff the standard amount,
raise the USAS's long range damage,
raise the SPAS's long range damage,

No need to extend the ranged damage of those two guns if the increased pellet count becomes standard. Well, maybe the SPAS-12 could be 8 or 9 damage instead of 5.

replace the 1887's Attachments proficiency with Impact,

Better yet, just increase the close range damage to 40 or 30 (depending on the gun) Increase the KSG's close range damage to 50, make the shotguns have the same hitmarker range with or without the range proficiency but make the range proficiency increase distance before drop-off, and replace damage with impact.

and fix the Tactical Knife glitch that makes pistol auto-aim infinite.

Wait what. how does this work exactly?
 

Xux

Member
No need to extend the ranged damage of those two guns if the increased pellet count becomes standard. Well, maybe the SPAS-12 could be 8 or 9 damage instead of 5.
Yeah, I was thinking making SPAS be more than it is now but less than the KSG and then the USAS be less than the SPAS. 9'd probably be good since I think it's ridiculous for a pump-action shotgun's pellets to not kill if all the pellets hit but it'd be impossible for all the pellets to hit at the range it'd be a 12 pellet kill. 13 for the Spas and 12 for the USAS would be nice numbers, too.

Better yet, just increase the close range damage to 40 or 30 (depending on the gun) Increase the KSG's close range damage to 50, make the shotguns have the same hitmarker range with or without the range proficiency but make the range proficiency increase distance before drop-off, and replace damage with impact.
Haha, the KSG does feel weaker up close than it does a little farther away. I like the idea of integrating Damage into everything since it's such a huge, undeniable boost over everything else.

Wait what. how does this work exactly?
Auto-aim goes out to a different range for each gun; putting Tactical Knife on pistols takes it from below most guns to beyond everything else including snipers. And this is auto-aim as in your sensitivity lowers when you're pointing your gun near them. The Skorpion and MP9 have the same crazy autoaim range, too.
 

X-Frame

Member
Goddamn, the M16 needs a buff or something. Even with Rapid Fire it still takes at least two bursts to kill anyone.

Not really.

IIRC, it takes 3 bullets to land to kill, whereas the Type 95 is 2 bullets. So you can one-burst someone to death if all the bullets in the burst kill.

I got gold on my M16 and it's actually not bad. I'd rather use the Type 95 though because it's stronger from close to mid range which is where most encounters are in this game. M16 is stronger over long range though.
 
Not really.

IIRC, it takes 3 bullets to land to kill, whereas the Type 95 is 2 bullets. So you can one-burst someone to death if all the bullets in the burst kill.

I got gold on my M16 and it's actually not bad. I'd rather use the Type 95 though because it's stronger from close to mid range which is where most encounters are in this game. M16 is stronger over long range though.

M16 shoots way too goddamn slow to be useful.
 
M16 shoots way too goddamn slow to be useful.

Not only that, I'm not sure if its a placebo(haven't compared the two games data), but I've noticed it feels different, almost a little bit longer in between bursts than in MW2. It sucks because I used the M16 in every COD game since 4(cept for WAW obviously) and it was always my primary, but it just sucks major ass in this game.
 

X-Frame

Member
M16 shoots far slower than the Type 95. 780RPM vs the Type 95's 1000RPM.

Wow, wtf. That's crazy.

Why would IW intentionally make one of the guns worse in almost every way? All guns, especially those in the same specific style (i.e. auto, burst, pump shotgun, etc) should have different strengths and weaknesses to make them suitable for different play styles or situations.
 

Riposte

Member
http://www.youtube.com/watch?v=uKz77XH3OeI
"76 killstreak in 1 minute", all from one spawn.

Damn, just... damn. I knew the spawns in this game were terrible, but this exceed expectations.

Something like this happened to me in Hardhat, that one spawn spot on the low ground, in front of that little building which is in front of the pipe. Someone on top the construction site to the right of my team mowed us down, killed me three times while spawning lol.
 

hamchan

Member
http://www.youtube.com/watch?v=uKz77XH3OeI
"76 killstreak in 1 minute", all from one spawn.

Damn, just... damn. I knew the spawns in this game were terrible, but this exceed expectations.

Something like this happened to me in Hardhat, that one spawn spot on the low ground, in front of that little building which is in front of the pipe. Someone on top the construction site to the right of my team mowed us down, killed me three times while spawning lol.

Amazing. Fix this IW!

Oh, was a nice video until he brought in BF3 lol.
 
Amazing. Fix this IW!

Oh, was a nice video until he brought in BF3 lol.

Someone should tell him that the same thing can be done in the Battlefield games as well.

I was on teams spawn trapping other teams several times & they were re-spawn over & over where my cross-hairs were pointed.
No spawn flipping, no spawning away from the enemies. Just re-spawning in the exact same spot with no deviation like in that video.
 
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