Wizard, on 18 August 2012 - 09:08, said:
Chyros, on 17 August 2012 - 16:59, said:
Wizard, on 16 August 2012 - 15:34, said:
This is now different from MW how exactly?
Would you REALLY want to know?
Always happy to indulge you mate
Well ok then
.
Well it's easy to see differences between them as one is made by IW and the other is made by Treyarch, both of which cling stubbornly to their own design philosophies. IW titles tend to adhere more strictly to the core game mechanics while Treyarch titles are more liberal with them and tend to deviate strongly. This results in perks with a much less structured use and which generally can't be used to construct a purposeful class. Treyarch perks tend to have effects such as immunity to flashbangs, rerolling care packages and very strong Last Stand perks, none of which you can really plan to use; they just come in handy at random occurrences. A MW class might be a runner, which would feature perks that give you speed such as Marathon and Lightweight, an assault guy which would feature stuff like fast reloads and stopping power to help out at the front lines, or a stealth character such as a sniper or infiltrator which would come with stealth perks that make them invisible on radar and silent while running. These design decisions, making dedicated, purpose-built classes, are not possible in Treyarch games.
Furthermore, weapon styles are very different. Infinity Ward tend to go for well-known weapons with which the public can identify, such as the M4, AK-47, MP5, Barrett, AUG, SCAR etc. while Treyarch invariably go for extremely obscure weapons like some Battlefield games do, or even weapons that don't exist at all (for example, BO2 will have weapons such as the TAC-45, M1216, Chicom QCB, PDW-57, M8A1, DSR 50, and FHJ-18). Furthermore, while Infinity ward tend to diversify weapons as much as possible, giving every weapon a different role, Treyarch are notorious for picking weapons on whim and copying weapon stats across a whole weapon range (for example, Black Ops had LITERALLY only two automatic rates of fire; 750 RPM and 937.5 RPM, and even recoil patterns were the same on many weapons, e.g. the MAC-11, PM63, Kiparis, Spectre, Enfield, Galil, FAMAS, AUG and G11 have the same recoil pattern). While Infinity Ward weapons are often badly balanced, as we know, even undermatched weapons have SOME advantage over their superiors (for example the M4, while less good than the ACR, still has higher rate of fire than the ACR in MW2 and is thus still more powerful), while the carbon copies in Treyarch games are the same in every way except that one is better in some way. For example, it can be mathematically shown that the best BO weapon is the FAMAS as it has the higher of the two rates of fire, the assault rifle damage as opposed to the SMG damage, which is better (for practical pruposes both classes feature only one damage bracket), and the lowest recoil. In other words, you can literally SOLVE Treyarch games in terms of weapons.
As for killstreaks and hardpoints, IW have not only invented them, but also stuck with the more interesting (and the most balanced) ones. Treyarch killstreaks are not only uncounterable, but also vastly more overpowered and infinitely more annoying, put in, as always with Treyarch, merely on a whim. This is because IW games tend to feature protecting mechanics such as staticky cameras and AI-controlled hardpoint movement to protect other players, as well as players being safe in buildings, but Treyarch games don't protect other players at all. While the Chopper Gunner in MW2 is very powerful for example, just one perk, Cold-Blooded, which renders you all but completely invisible on the highly staticky chopper camera (and protects against other hardpoints as well, as you'd expect it should) can be used to counter the Chopper Gunner quickly and efficiently. In Treyarch games, you need one perk to protect you against some of the hardpoints and another to shield you against the rest, and some hardpoints can't be feasibly countered at all. The BO equivalent of the Chopper gunner has no staticky camera and as such even with the supposedly protecting perk you can be seen with great ease, and the chopper movement itself can additionally be controlled by the user, meaning that it is literally uncounterable. While the stealth bomber in MW2 kills stuff very efficiently in the open, you can hear it coming from far away and it's easy to take shelter in a building. However, the bomber plane in Black Ops kills everyone even through buildings and with any perk, so you can't defend yourself from it in any way. Similarly, killstreaks such as the RC-XD and dogs (both of which return in BO2, with the RC-XD additionally being autonomous and capable of flight as well) can't be defended against either, even inside buildings. As a fun notion, the dogs respawn infinitely, may respawn next to players, and have more health than players as well.
Finally, map design differs significantly between the two developers. While IW tend to go for maps with clearly distinguishing features and strongly varying environments in maps, such as cliffs, caves, bunkers, valleys etc. all of which cater to completely different weapon types (think Afghan in MW2), Treyarch maps are all rat mazes that look the same and only cater to assault rifles. All corridors twist and turn for no reason other than to reduce long-range visibility and as such there is not really a difference between maps themselves or between positions in the maps, as everywhere in the game looks and plays the same. While in MW2 could could say to your teammates "I'm on the cliff", in Treyarch games you'd have to communicate as something like "I'm on the corner of the third side-alley of the second alley of the third street and the fifth side-alley of the third alley of the fourth street".
As MW3 was developed by the leftovers of IW and partially by Treyarch, MW3 (unsurprisingly) can best be described as a combination between IW's fantastic perk innovations and fantastic killstreak/hardpoint innovations, both of which would certainly enrich any CoD game they were put in, and Treyarchs awful weapon statistics that make no sense and their boring, rat maze maps. MW3 adds to MW2 the ability to not play as a kill farmer if you don't want to, something no other CoD to date made possible. The video I have posted of Body Odour 2 should make it clear that Treyarch have further exaggerated the same mistakes they have made time and time again, with additional noob elements such as target highlighting and hardpoints that are even more annoying, uncounterable and outrageous.
So Rho and Colt, the difference IS massive, just because you don't know the games well enough to see it doesn't mean it's not there. If you HAVE played them and still can't see them, you're not good enough to play either game on a decent level.