Ah Stopping Power, that perk that gives a 1.4 multiplier to every bullet fired. First introduced in COD4, and then carried through in WaW & into MW2, before being dropped in Black Ops and MW3. The large majority of the community were glad that they would no longer have to use Stopping Power to keep a level playing field, but was the move to drop it good for the franchise?
I got wondering what effect Stopping Power would have on MW3, if it were put in the Tier 2 of perks. I see a lot of people complaining about Assassin Pro and how it has far too many effects. To me it sounds like the obvious counter to such a useful perk is to have a perk that is equally useful/important, and then force a player to choose between the two.
Spoiler:Previous summary of SP
COD4 & WaW there was the trade off between Juggernaut and SP. No-one really cared about UAV Jammer and combined with the simple killstreaks there was no focus on this perk
MW2 came around and the removal of Jugg, but sticking with Stopping Power, meant everybody and their dog used SP. When Air Support was put up everyone would switch to a Stinger/Cold Blooded class and be fine, but then switch back to SP very quickly. With killstreaks stacking, and being easy to obtain, there wasn't a huge demand for UAVs and so we don't get the same influx as we did in Black Ops
Bl'ops - damage/health multipliers were dropped completely from the franchise. Killstreaks not stacking of course meant that there was a tendency for more people to run the lower, more obtainable killstreaks, such as UAV, which inturn meant that Ghost dominated Perk 1 slot.
MW3 With no health modifiers & the Support strike packages has led to an influx of UAVs, means that Assassin dominates the Perk 2 slot, with a few people opting for Hardline or Quickdraw.
My questions to you COD community are these: 1. What game had the best setup? (of SP/Jugg vs 'Assassin' vs UAV spam) - For the record I genuinely believe MW2 (but then I bloody loved MW2) 2. Should MW3 have had Stopping Power, and what effect do you think it would have? 3. Do you want to see Stopping Power in Bl'ops 2?
Thread Recap (last 10 posts from newest to oldest)
There shouldn't be any health modifiers, they've almost learnt that lesson now. I don't think we'll see any more of it in the future.
It's horrible playing a game where you don't know if somebody won't die, because either they drop into final stand or have painkiller, when they should die.
I agree, no health modifiers for the exact reason you stated.
Funny how no-one ever thinks that with regards to Flak jacket or Blast Shield. They are, in essence, just health modifiers. And with the reduced explosives damage and serious lack of nade spamming these days i just cant justify it to myself.
I put painkiller, juggernaut, flak jacket and blast shield in the same category. The ballistic vests i dont mind so much as you actually have to "work" for them as a reward and dont get em for free.
Apr 02, 12 at 1:45am
ironmunky
If they remove grenade launchers and RPGs from hardcore MW3 would be a truly great game. If you play hardcore.
If they added stopping power to the tier 2 perks. Removed the Type 95 altogether. Beefed up the UAV a little and made it a 4 kill streak (6 for support). Then core MW3 would be playable. Assassin would still be effective since it wouldn't be used as much and the surprise factor would be there for users. With stopping power availible people would die when you shot them instead of just running away and still somehow surviving long enough to one shot you with a type 95. Plus with UAV being more useful but a little harder to obtain I bet there would be plenty of people running hardline.
Tweaks for the UAV would be unsilenced weapons show up as an arrow and last a little longer (camper prevention) and the overall time for the passing of the UAV to be faster. And maybe add a more blackbirdesk advanced UAV to support that shows an indefinite arrow to all enemies (even assassin users) but last only a fraction of the time a blackbird did in blops.
I haven't played core MW3 much at all but these are things that would make me want to give it another try. I do play infected quite a lot and I know killing people by shooting them is little more than luck most of the time, with all the lag problems weapons can take anywhere from 4-9 rounds to kill someone. And somehow the Type 95 takes two burst when I use it most of the time, but I always seem to get one shotted by it, so I'm pretty biased toward it.
I'll give him the luxury by not capitalizing on his micro peener
Mar 31, 12 at 8:16pm
CrematedMan
There shouldn't be any health modifiers, they've almost learnt that lesson now. I don't think we'll see any more of it in the future.
It's horrible playing a game where you don't know if somebody won't die, because either they drop into final stand or have painkiller, when they should die.
Mar 31, 12 at 8:06pm
Faded
Ahah, that is just what I thought.
As for stopping power, I think you had a good point about all that shit.
If the 2nd tier perk slot had Juggernaut, Stopping Power, Assassin, and a buffed hardline, it would be fine with me.
Nah mate, looks like a baby doing an impression of your mother the moment she realised she didn't swallow that mouthful of cum and instead got impregnated which led to the disappointing and regretful birth of you.