CoD6 actually favors the bad players quite a lot. In CoD4 i never ever died to campers, unless they got extremely lucky, now you die faster so its quite possible to die from noobs getting some lucky shots that hit you.
I totally agree that killstreaks are waaaay to powerful. thankfully im usually at the recieving end of the killstreak bonuses, so it works to my advantage.
However, if i had the choice, i would remove all kill streaks, as they remove alot of skill from the game.
Killstreaks are often about luck, granted, good players get more killstreaks than bad, but how long you carry your killstreak is often just dependant on luck or how cowardly you play. Sometimes you will get shot by some lucky shot, sometimes you dont.
As such, games often just end up being decided by luck. If i play in a room with a player of equal skill to mine, who wins between us will just be dependant of who gets the best killstreak.
The killstreaks are WAAAAAAY to powerful. A harrier jet will most often give me atleast 5 kills, sometimes 10. Its crazy. Ive had some bad luck in tyring to get the 25 killstreak for nuke, but i guess its just a matter of time before i get to test it
Yesterday, I played some Free-for-all and owned pretty much (over 20kills and under 5 deaths in the games I played with similarly ranked players) and I noticed that the kill streaks are a lot less frequent, which would make sense given that anyone is an enemy. Actually, I think I was the only one that got a few kill streaks.
The frustrating aspect of the game and what's ultimately hurting my KDR at the moment a lot, is that I've only played the team-deathmatch mode with parties and clans enabled (because I usually play with two friends). This usually has us playing against clans or parties at least double our levels, which makes our winning proposition extremy challenging. While we're able to hold our own for the first 3rd of the match, as soon as the tide turns and some of them get their kill streaks up, it's over. Adding to that, the levels are quite complex and if you don't know them well, you're already fighting an uphill battle.
One instance last night - we had a match on the large level, the one out on the field with lots of grass and with the bunker in the center of the map. If you manage to get hold of the bunker, you have some advantage - if you don't, good luck. Especially frustrating as we were being shot by a sniper using a long scope and the infra-red-thermal gogles - basically letting us light up like christmas trees in darkness over the entire map eventhough we weren't running around like headless chickens. Since he was lying somewhere in the field, it was impossible to find him, without infra-red-thermal gogles (I tried using the sniper).
Not as if it was bad enough already figthing the battle at this angle, but before we knew it, we also had radar going against us, followed by predator missiles and to top it off, two helicopters and a harrier later on. At this point in the match, the last resort we had left was to hide in the houses making us sitting ducks. At this point, most of the higher skilled players we had, had already left the game. Fun.
I don't have much gripe if this happens in one or two games, but this has been on going with most matches I've played in team deathmatch so far. It's great when you have two equal opposing forces with similar skill, but not when there's a large difference in skill and weaponry.
With over a million users online (well even if the actual figure is half that), one should think there should be enough to do some intelligent match making between players that should have similarly ranked players in the match. Kill streaks were deadly in CoD5 too, but at least figthing dogs (7 kills), you could shoot them and earn some points. Try bringing down a harrier or a helicopter with your machine gun when you just spawned out in the open and he's just about to start firing at you. Yeah, you don't live for even a second.
I guess there's still the other team-deathmatch mode that disallows parties and clans which would make it more interesting if I'm playing on my own. And FreeForAll hasn't been a problem so far.
Joshua said:
As a design choice I find it interesting. For good players, killing newbs gets old after a while, but it does offer a perk to keep mashing. In a lot of games (e.g. CTF/Conquest games) the good players get to a point to overturn the battle and it is done. A straight "first to x kills" game can slodge on and with no real base or such it is just ol' school. Allowing good players to metaphorically, "Clear out the area of reinforcements" gives the game a sense of reward in a larger battlefield--if you can secure an area by being better you can "call in the artillary" so to speak. Overpowering? Of course, reinforcements are supposed to be. This is really no different in the grand scheme of things as good players surviving long enough to get the BFG9000.
I guess there's not much to disagree with here, although I would say that this isn't particularly fun, neither from the 'n00bs' perspective nor from the winning team, as the true fun lies in the challenge and figthing a battle that is always switching momentum. Winning overpowered matches is great for stats whoring.
Perhaps my gripe isn't in the overpowered kill streaks or the RPG-ish upleveling/upgrading of weapons that gives the edge to more experienced players - it's the gripe that the match making isn't doing a particularly good job of putting equally skilled players against each other. This may be different in some of the modes, but it hasn't been in the team-deathmatch mode with parties/clans enabled. I can live with losing against better, more skilled players when the level playing ground is somewhat even. If we get slaughtered because they have better weapons/upgrades (i.e. Sniper+Thermalscope as I mentioned above) plus lots of easy kills for them using predator missiles, harriers and helicopters it gets tiresome really quick.
Either the game offers a balanced gameplay where you have the hardware as beginners to compete with more experienced players or you have an upleveling process but then the match making should work at least work to prevent a severly unbalanced playing field.