First let me say that I absolutely love the idea of the pick ten system. This is the most flexible loadout system that I've ever seen. I've even made a knife class that's competitive! I'm all about speccing in games (I'll respec at the drop of a hat), which means you have to make hard choices. Treyarch has also done a wonderfull job of balancing your options, bringing perks attachments and equipment more evenly inline.
However there a few things that bother me about this system (yes I'm going to nitpick (its called fine tuning))
First it appears that the good folks at Treyarch can't count. Here's what I mean:
If we assign this point system to Black Ops one here's what we get:
One Primary weapon with attachment 2
One Secondary weapon with attachment 2
Two Tactical Grenades 2
One Lethal Grenade 1
One Equipment Slot 1
Three Perks 3
Grand Total 11
So shouldn't we have 11 points to play with to bring this game in line with the first one? I am aware that some tac grenades only gave you one but the commonly used ones were 2, and that rolls into my next nit to pick.
Second is the surprisingly poor craftmanship of the Black Hat. We have shock grenades that can be picked up and tossed regularly. We have guns that go through an explosion and can be picked up and used (the sight isn't even damaged). Flack jackets that can heal themselves. Why oh why do we have a one shot hacking device. I can understand that Treyarch doesn't want to overpower anything, but couldn't they have simply made the black hat a permanent device and just had it use 2 points? Also this system makes it so that players that die will always have black hats available while those that survive won't. Forgive me but it seems a bit broken to reward people for dying like this does. I could also see saying that the Black Hat has limited power and is good for only a few uses before it's dead. I could even see saying that it can only control one device at a time and that hacking a second device releases the first. Or there could be a combination of these options. So to recap the options are:
1) Make it cost more points (there's no reason everything HAS to be 1 point)
2) Limit the times the black hat can be used (but it should certainly be useful more than once)
3) Make it control no more than one object at a time ( I think this is my favorite. It would mean you might not hack that spyplane because you don't
want to relinquish control of a piece of equipment)
Last nit- Why won't ghost work unless your moving? For one, in any situation moving lowers your stealth, it does not increase it. Two Ghost has been subsequently nerfed over the last three games.
In Black Ops Ghost pro gave you:
No red reticle, or name - Now under cold blooded
No targeting box against enemy controlled killstreaks - Also under cold blooded
Immunity to enemy automated killstreaks - Now under blind eye, but only for air killstreaks
Immunity to enemy radar - Now under Ghost
In other words you need three perks to match what Ghost Pro did, and even then you're still not protected from enemy turrets.
In MW3 this was broken into two different areas:
Assasin gave no reticle, or name and immunity to enemy uav (all of them for some reason)
Blind Eye gave immunity to all automated killstreaks and no target box against enemy controlled killstreaks
And as an additional bonus you also got Immunity to Cuav and EMP - now under hard wired
In other words you needed three perks to to match what Assasin pro and Blind Eye pro did, and even then you're still not protected from enemy turrets.
Don't you think Ghost has been nerfed enough (especially with the improved value of the attachments and equipment)?
P.S. I am a consumate run and gunner. I simply do not have the patience to camp, but I still think this was a dumb idea.
The pick ten system is an amazing step forward for the call of duty series, but I believe it still needs a little work. Thanks for your time.
Robbie Rocket pointed out another area the pick 10 (hopefully pick 11 lol) system could use some work.
Scorestreaks should be picked within the class build. Different scorestreaks are better at some things than others, so if you like to build purpose built classes like I do, you might use wildly different scorestreaks in them. There simply isn't enough time to change your streaks after a map is locked in, and you can't adjust them in game if you switch classes.