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Gotfrag’s Phill Palmer in the third of his CoD4 series takes a look at the added tactical elements presented in Call of Duty 4.
Well here we are again, in this chapter I am going to try my best to explain why CoD4 will be so much more tactical, skilful and ultimately successful if the correct balance is enforced.
Players spend hours perfecting their grenades and often teams incorporate strategies based on just throwing your grenades into the obvious places alone, smoking where you are most likely to get shot from then just rushing into a bombsite. Throw in a couple of bombsite rotations, someone watching the backs and this is the depth of CoD2 tactics. Everyone being able to plant in CoD so far encourages this style of tactics but this is not to be in CoD4 as there will only be 1 bomb carrier.
This is one of the reasons why matches can go either way, there is no way for teams to out smart their opponents or win by using superior tactics and in my opinion, all it succeeds in doing is turning the game into a campfest.
While the tactical situation suffers so does the individual skill, all you have is 1 frag grenade to work with. In a game where there is basically no recoil once a player reaches a certain level of aim all that separates them from a top player is the experience or game smarts. These reasons are the main ones behind the lack of consistency in results and a fair degree of complaints about the game.
Anyway, back to the topic on hand!
With the upcoming release of CoD4 and as more details become apparent it appears that it will have an overwhelming level of depth, even more so than CS 1.6 or CS:S. I will now explain a situation for you to try and demonstrate my ramblings.
It is map mp_Burgundy, you’re on Axis and the bomb is planted on the B bombsite. It is a 1v2 situation; you have your MP44, a flash-bang and a stun grenade. What are you going to do?
This is what might set a top player apart from the high-skilled gamers. Cook your flash-bang then throw it into the alley, hit your sprint key then go in and kill the first one who is now blinded and didn’t have the sense to counter flash. It is now a 1v1, with a shortened defuse time and no clock to go by the remaining Allies player is worrying as you hide behind B wall. A quick cooked stun grenade toward the APC will slow the attacker down from reaching the bomb as you defuse it.
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