I can't begin to tell you how many games I saw end because a player on one of the teams sat in room the entire game and managed to string together Harrier/Chopper Gunner/Nuke. I found there was a tremendous amount of camping in that game in proportion to others, partially because a good chunk of the maps made it pretty easy, and because there was a lot of appeal to stay alive due to the Nuke existing. This was absolutely not my MW2 experience. It was an entirely different dynamic of play and there was much less camping because you could actually obtain high kill streaks. People call it "lag compensation" nowadays, but it's always been people crying about the same thing. People have been complaining about lag in these games, as well as pretty much every online game ever made, forever. I want to point out that this is just totally wrong. I remember being really slow to adopt BO1 but as soon as I did, I never looked back I couldn't believe what an improvement it was.ĭo you not notice the amount of whine about lag compensation that was never an issue when MW2 was in its hayday. The way streaks earned new streaks, perks usually being either extremely powerful (Stopping Power, Danger Close, others) or largely useless (Scrambler, Last Stand), deathstreaks existing, One Man Army replenishing launcher grenades, not having any spawn protection or explosive delay, extremely easy and effective quickscoping, having a streak that just flat-out wins you the game, and so on.Īt the time it was great because there wasn't anything quite like it, but now that we've had games that were made with the benefit of hindsight, MW2 really seems like a shit show. It's not specifically just gun balance with MW2 though, it was everything.
It just makes earning some of them kind of a pain and isn't always especially feasible nowadays good luck getting Marathon Pro by playing noted dead mode CTF. If you only had to do it once that's one thing, but your pro perks are reset if you ever prestige. My third issue is more BO1 specific: each pro perk has its own set of three requirements and while some of them are easy to get, others are extremely tedious or otherwise time-consuming. There's exceptions to that of course, Lightweight pro just makes you immune to fall damage which isn't that impressive and Hardline just lets you re-roll care packages, which is pretty situational. Ghost is another major example, by default it makes you immune to UAVs, which is great, but then the pro version makes you immune to a ton of extra stuff, including many of the more deadly killstreaks.
But in order to get that, you have to put up with the regular, near-useless perk for quite some time. For BO1 in particular there are a number of examples: Tac Mask normally stops Nova gas from working, which is never really used, while the pro version stops all tacticals and grants additional functionality to your own tacticals. My second issue is that some perks are just too situational or flat-out bad until you get the pro version. Again, this is an element that exists in the game even without pro perks, but the problem gets worse the more create-a-class stuff gets hidden behind specific challenges. Pro Perks add onto this and provide another tangible advantage for players at higher levels versus players who are new or have just prestiged. Modern COD by its very nature always has this, but more recent games in particular tend to give you the most generally useful stuff right from the get go. The first issue is that it creates another division between the resources players have available to them. Basically I have three issues with pro perks: