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Gotfrag’s Phill Palmer in the second of the series takes a look at both sides of the spectrum when it comes to health regeneration in Call of Duty 4, in the aid of progressing competitive play.
After the original article on health regeneration I have been thinking what else needs to be organised before the release of Call of Duty 4 so it can flourish. The first thing that occurred to me was the effort that we put into CoD2 and to get a unified rule set across the globe. The main thing to take onto the next and hopefully the final stage of the Call of Duty series is the unity we formed when pushing for the WSVG. There was little contact between the different continents in CoD1 as it was not needed and everyone played to their own rules and self appreciation. Hard work paid off in CoD2 after several meetings and talks there was finally a list of rules devised that pleased most people. The aim is now to keep this going into CoD4 so when we do get the opportunity at a major event we are all reading from the same page and can do the occasion justice. Here we go then, this is my take on how CoD4 should be played please feel free to express yours, I will now start with the basics. The hit blip, this is when you hit an opponent you hear a sound and you get a shape appear in your crosshair. This again was introduced in CoD2 and has in some ways affected the game more than you realise. For instance you hit somebody with a grenade so you jump around the corner because you know where they are. It also helps with tracking your target when running as the crosshair vanished. This is not so in CoD4 as the crosshair is there all the time. This makes the hit blip irrelevant and therefore should be turned off especially now you can shoot through some walls in CoD4. Hit blip = OFF Another addition in CoD2 with the red dots appearing on the radar when and enemy shoots. This again is completely pointless and adds nothing to the skill level, a well functioning team should be calling where the opponent is and a good player should be using their sound to work out which direction they are getting shot at from. Red dot radar = OFF Round time is fairly straightforward; it should be something that gives the attacking team long enough to do a set of tactics and rotations but while pushing forward and keeping the game interesting for players as well as spectators. Round time = 1:45 min The round limit is how many rounds that will be played on each side, attack and defence. This is important so it establishes time for teams to adapt and try different tactics while not dragging out the game too long. With a slightly shorter round time the round limit should be kept the same to make games faster. Round limit = 12 per side The amount of grenades per person should be kept at one in CoD4. This is because they can be cooked and as much fun as it would be to run around and throw handfuls of grenades into peoples faces this should be kept to public play! Grenade per person = 1 Again another addition that appeared in CoD2 was the grenade indicator. This is an arrow that appears on the screen when you are in damaging distance of a grenade that shows where the grenade is. A lot of the time all it does is end up confusing you and it defiantly doesn’t add any skill to the game, as sound should be used to decide what direction a grenade is coming from. Grenade indicator = OFF |






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