Guns: (+12% accuracy lmgs/ar's and deagle (dnt cry like a baby... this just means they have kick built in, rifles cannot use the grip attachment anyway), no ads accuracy delay, lmg's always 3 hit kill or less with improved penetration (fmj's not available for lmgs), 1.2-1.4 headshot multiplier and slightly tighter hipfire spreads for all weapons compared to blops2, aim assist turned down on snipers just enough for anti quickscoping purposes (snipers should not be used like all range shotguns but at the same time no scoping people right in your face shouldnt be as bad as it is now), no 1 shot kills to the arms with snipers as well (unless the rare occasion that u hit them from the side and it passes thru the chest occurs) but ballista/xprs50 will have better chest multipliers, and svu will kill with one shot to the neck, range is not a factor for snipers) guns are post patch mw3/blops versions unless stated otherwise
ak47 (13.5 % more accurate instead of 12%)
m8a1 (36 bullet mag)
Riot sheild (not assualt shield)
chicom (3 hit kill range 13m)
mp40 (550 rpm, 6% more accurate)
ak74u (blops1, 780 rpm, 3% more accurate)
desert eagle (cod4, slightly less view kick, biggest 2 hit kill range pistol by a smudge)
kap40 (20 bullet clip, aka the G18 of this game)
executioner (slightly buffed but still inferior to primary shotguns)
ksg (blops 2 version)
m1216 (buff range a tad)
(smooth mw2 like engine, useless parts of map removed aka cutting the fat so random hiding spots are cut down a bit and ation is a little more fast paced on some maps, editing smaller maps for better spawns, unfair jump spot exploits removed and head glitches/birds eye view spots completely removed or adjusted so that at least 20-25% of body is exposed, playing defensive would still be supported but camping like a coward should not give u a overwhelming advantage)
turbine v2 (dont fret, i think i know exactly what to do to make this map enjoyable for more people lol)
knee deep v2
hardline, assists from lethal scorestreaks are rewardable tier 1
dexterity, + no fall damage tier 3
lightwieght + extreme conditioning tier 1
ghost + hardwired tier 1
coldblooded + bindeye (minus the ability that makes the name disappear) tier 1
awareness + dead silence tier 3
recon pro tier 2
fast hands, unstick stickies(timer not reset), weapon ready faster after dolpin diving, faster useage and weapon recovery from killstreaks, pick up weapons faster tier 2
scavenger, extra starting ammo tier 2
engineer, increased melee damage vs enemy scorestreaks, package swap tier 3
blast sheild, resistance against fire tier 1
toughness, recover from explosive/fire damage slightly faster tier 2
eagle eyes: identify enemies at longer distances, ememy stealth killstreaks appear on mini map tier 3
danger close: 20% increased explosive radius on equipped explosives and scorestreaks tier 2
one man army: cannot swap to a identical class or one with lethal explosives equipped, once per life, very slow swap time, swapping to a class with a different strike chain results in loss of strike package streak (moab streak is not lost) tier 3
c4 (blops 2)
frag (blops 1)
Molotov Cocktail (low damage compared to frag/semtex/c4, explodes on contact, low throw distance, a bit slower to bring out compared to most lethals, leaves small area burning for 20-25 seconds)
black hat pda
SCORESTREAKS/STRIKE PACKAGES (NOT IN ORDER): (all: moab 25 gun, secondary, equipment or knife kills no hardline effect)
Specialist 1200 points: bonus adds all perks, 5% increase to speed, accuracy, penetration and range
dragonfire (bit more health than blops2)
death machine (9m of 2 hit kill range)
support care package (can only get support streaks, can only be swapped to another suport streak via engineer)
airdrop trap for enemies/ammo for 3 up to teammates (cannot be swapped by engineer, but can restore ammo and get destroyed by a ememy player that booby traps it)
Assualt: (any two streaks can be up at a time)
lightning strike (reduce current delay by 325 ms)
hellstorm missile increase single missile blast radius
assault care package (random assualt or support scorestreak)
sentry gun (3 hits to kill)
napalm strike (burns walls on buildings and no stupid invisible fire deaths)
agr (faster, stronger, more aggressive)
juggernaught (moab/specialist bonus in jugg suit maybe? not sure about that)
osprey gunner, slightly faster machine gun
tactical swarm (targets blind eye users as well)
grip (only available for smgs/lmgs, reduce view and gun kick 13%, improve centerspeed 25%)
silencer (-25% range)
iron sights (for balista only)
extended mags (50% magazine increase, just like past games)
fast mags (all reloads are faster)
rapid fire (no range nerf, 25% firerate boost except on mp7, just like it was on mw3)
quickdraw (40% ads time decrease, similar to past games)
dual wield (secondary pistols only)
dual band/thermal sight
Misc gameplay/general tweaks:
dedicated servers (lol), skill based matchmaking only in league play, score for picking up a tag and kill in kc is each 75 (if a teammate steals ur tag u get 100 points total for both the kill and the teammate confirm combined). score for getting kills in tdm are 125 with assists ranging from 50 to 75 points, scorestreaks are adjustable for each class, knifing will have two animations, one is a quick flat footed swipe and the other is a SINGLE step forward and a overhand thrust motion (knifer can be killed during knife animations and it can be evaded by a quick thinking player so no cheap auto death lunges occur and people wont complain about the knife system being terrible as well). friendly and enemy names will appear at slightly longer distances than past games, friendly names will appear while stunned, perks will have full effect from unlocking (no pro perks), return currency system from black ops 1, return of gun ranking system from mw3, return of scorestreak and pick 10 system, return of playercard system and weapon emblems, constant uav in blops party games, prestiging does not take away earned guns and attachments but u will have to level up to use them just like in blops 2, return of prestige tokens and resetting stats and etc.
Modes: tdm, domination, kc, war, ctf, sabotage, money in the denk, league play, infected, blops party games, drop zone, barebones, hardcode staple modes, hardpoint, hq, ffa and maybe a few others i cant think of atm
Extra stuff if it fits on disc: all zombies maps and modes updated with the guns, graphics and new perks introduced since zombies was introduced, combat training and local match vs bots, survival and all spec ops missions. not sure if all of this stuff can fit on a disc but ill give up campaign for all this stuff, but if they can at least fit a short blops/mw crossover one that would be nice too
No disrespect but what are you going at? Some dream video game that will never exist?
I respect the effort in what you did, good stuff taking the time to write so much but to what end?
Get some response that will what? Enforce your BO-MW3-BO2 experience? Did you ever play MW or MW2?
If I were you and you sound young stick to school, learn gaming design and create this great game you have in mind and wow the gaming world.
i do mods for pc and these were actually the notes i had for creating my own cod, but maps and weapons is as far as i can go alone so no way i was gonna pull this of by myself so i thought i'd share this with the community for a discussion. i did play every cod actually, alot of the mw2/cod4 guns would either be too op or underpowered for this game. but i did use the mw2 tmp, thumper and cod4 m60 and deagle as well as many maps/streaks from those games. i was very careful with my selection of guns from a statistical standpoint that so that each and every gun had a good reason to use it over the other because i always hated the idea of guns making other guns not worth using at all. i want each gun to have a attribute or different combination of attributes of its own. take the mw2 acr or instance, if i left it as is it would be way underpowered compared to the other guns due to the absense of stopping power but i i buffed the damage it would way overpowered with its firerate so i went with the mw3 one. now take the blops1 ak74u, as is it wont compare to the smgs very well in this particular game but the cod4 one might be a little op. the post patch ump in particular is statistically identical to it with much better range so i didnt want people to say why not use the ump or mp7 as they are both statistically superior. what i did was slightly buff the 74u to have a slightly faster rate of fire than the ump but still shoot much slower than the mp7, then have superior range to the mp7 but not the ump. pretty much creating 3 ar hybrids, one closer to the ar side, one right in the middle and one towards the smg side.
Good ideas cool stuff appreciate the effort. My opinion honest....instead of trying to make an ultimate cod game.....and you sound like you know what your doing and of you actually have the means to explore an avenue in which you could be a game developer...make a game thay is BETTER than cod then you will be there
thanks man, appreciate the kind words
MP40 w/6% increase in accuracy? Talk about even more OP. Laser Sight? Nope!
1st off... laser sight is only steady aim in attachment form that allows enemies to see u coming from around the corner... 2nd, mp40 was op vs waw guns but its not op vs mw3 ones... plus the absence of stopping power/jugg makes it even weaker. i buffed the firerate 10% and that would increase its recoil 10% so i also buffed its accuracy by 6% so its still 4% less accurate than it was in waw. even after all these buffs it would still lose head to head vs every gun in the game by pretty far at most ranges but its ar/smg properties still make it useful. it would pretty much be the peacekeeper in this particular game. i also wanted to include at least one gun from every cod since cod4, if i chose the mg42 it would have been way better than any other gun in its class and there would be no reason to chose any other lmg besides it.
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thanks or moving my post to a place nobody reads it. i think the devs can pull a few things out of this.