Call of Duty Thread - Potential return to form? Or nothing but cope on the horizon? You decide!

None of the 6v6 maps in MW2019 are this big.

Also, Ground War in MW2019 sucks because Battlefield scale and zero-sway/zero-recoil should-fired sniper rifles don't mix. We had no "scope glint" in BF3 and didn't need it, and the maps were just as big.
I'm using a Ground War map as an example because I'm not too familiar with MW2019's maps. I'm aware that could be apples and oranges from your rebuttal.

And with the subject of sniping, I have used the HDR for a couple MW2019 Domination matches. It's quite handy to snipe when you're at a good vantage point or "camping" near a sightline to get good shots.

The warning you might be picked off is you're in an open area with a 2000m sightline to a hill covered with rocks and bushes.
For Seelow, and I have tried sniping on that map before, I am able to see the enemy name and tell an enemy from the map's terrain. I'm speaking from experience. However, traditional sniping is not always reliable because people like to exploit the aim assist and "snake" around. Or, the hit detection/netcode is not always the best.
 
I'm using a Ground War map as an example because I'm not too familiar with MW2019's maps. I'm aware that could be apples and oranges from your rebuttal.

And with the subject of sniping, I have used the HDR for a couple MW2019 Domination matches. It's quite handy to snipe when you're at a good vantage point or "camping" near a sightline to get good shots.


For Seelow, and I have tried sniping on that map before, I am able to see the enemy name and tell an enemy from the map's terrain. I'm speaking from experience. However, traditional sniping is not always reliable because people like to exploit the aim assist and "snake" around. Or, the hit detection/netcode is not always the best.

I rarely ever sniped in COD4 or WaW. My main thing was to hunt snipers, typically with a silenced SMG + UAV Jammer. I really, really enjoyed sneaking around back to the usual sniper spots and gunning them down. Since I could do it and absolutely ruin the enemy's day, it's obvious the lack of "scope glint" on those large maps was not a problem. On Makin, the snipers could hide all the way back by the huts and be untouchable, but if they did that, the winning play was to just not engage that end of the map and play 6v3 on the other end.

In BF3, when you are shoulder-firing a weapon, you have far too much weapon sway and recoil to hit things at very long distances, let alone when you're walking. If you aren't prone with a bipod, forget hitting anything at all with a sniper rifle. If you try the kind of fancy footwork you see in that MW2019 video, you'll end the match with zero kills.

It comes down to what the games are trying to do. COD is a game designed around dueling on small maps in Team Deathmatch. Every player expects to be able to kill every other player, regardless of loadout, and rack up lots of kills. If you have an MP5, and I have an Intervention, and you can't kill me, it feels unfair. If my Intervention means I finish the game with 6 kills, I'm not pulling my weight. This means you need to be fast and agile, recoil needs to be low, sight lines need to be short. You need to be able to run, slide, scope in, and kill in one fluid motion. Otherwise, you'll never get your VTOL!

Battlefield is about using teamwork to take and hold objectives on very large maps. A sniper's job is to help his team accomplish those goals, primarily by taking out defenders and picking off stragglers trying to sneak into your own objectives. Just racking up kills is not gonna get you a Pave Low, and nobody gives a shit about your K/D. What matters is if we won or lost.

Unfortunately, BF3 also attracted a ton of COD players who wanted it to be COD with big maps. So you got a lot of players crying that a competent sniper over a mile taking out a squad that sat in the middle of flag area was "camping" and that is somehow bad and unfair. I guess BF today is mostly about grinding battle passes and leaderboards, too.
 
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It comes down to what the games are trying to do. COD is a game designed around dueling on small maps in Team Deathmatch. Every player expects to be able to kill every other player, regardless of loadout, and rack up lots of kills. If you have an MP5, and I have an Intervention, and you can't kill me, it feels unfair. If my Intervention means I finish the game with 6 kills, I'm not pulling my weight. This means you need to be fast and agile, recoil needs to be low, sight lines need to be short. You need to be able to run, slide, scope in, and kill in one fluid motion. Otherwise, you'll never get your VTOL!
It sounds like you're saying the art of sniping is antithetical of CoD's run and gun gameplay. In that case, I would definitely agree. The problem is how stubborn the CoD playerbase is with what the game would "allow" from its sandbox. Example, many people in newer CoDs run allow with snipers quickscoping everybody left and right because the game's mechanics allow them to. You can outfit a sniper with a fast ADS time, minimal sway and an ACOG/red dot sight and run away working against a sniper's intended design.

Battlefield is about using teamwork to take and hold objectives on very large maps. A sniper's job is to help his team accomplish those goals, primarily by taking out defenders and picking off stragglers trying to sneak into your own objectives. Just racking up kills is not gonna get you a Pave Low, and nobody gives a shit about your K/D. What matters is if we won or lost.
Sure. You're encouraged to play within the parameters of your role for the better of the team, not personal stats. That's Battlefield. Call of Duty is selfish in its nature as it encourages high K/D over playing the objective, even in objective modes like Domination or Search & Destroy.
 
It sounds like you're saying the art of sniping is antithetical of CoD's run and gun gameplay. In that case, I would definitely agree.

100% accurate TL;DR of my post. And because the gameplay is built that way, Ground War is an absolute shitshow that is completely dominated by snipers, and it would be even worse without the flashlight-like glint. However, my point is it is completely unnecessary in the traditional 6v6 maps, as the game played perfectly fine without it 15 years ago on much larger maps. Problem is that whiners cry that the game is unfair when they get iced by an enemy they didn't notice because they cannot think tactically.
 
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Problem is that whiners cry that the game is unfair when they get iced by an enemy they didn't notice because they cannot think tactically.
Nuketown is not a Ground War map, but it's a great example of how NOT to make a sniper map. Any experienced player could just post up next to either garage and farm kills because enemies just walk at an exposed sight line. Or, inexperienced, as I do that to farm camo challenges.
 
Nuketown is not a Ground War map, but it's a great example of how NOT to make a sniper map. Any experienced player could just post up next to either garage and farm kills because enemies just walk at an exposed sight line. Or, inexperienced, as I do that to farm camo challenges.
Nuketown works just fine in BO1 because grenades are constantly raining down on the usual sniper spots if at least a couple players on the other side aren't stupid. It's mayhem anyway.
 
Reminds me, Shipment is an anti-sniper map with how sight lines are scattered with its map layout. Best you could do is bunker down between the containers or try your luck on either corner of the map.

I don't like how Shipment was remade in MWII with higher stacks of containers around the map. It makes the map feel claustrophobic.
 
I don't like how Shipment was remade in MWII with higher stacks of containers around the map. It makes the map feel claustrophobic.
It's to make grenade spam less perpetual. You have to learn autistic arcs if you want nades to land at the opposite corner with the center containers higher so you aren't getting mortared with frags on spawn.
 
It's to make grenade spam less perpetual. You have to learn autistic arcs if you want nades to land at the opposite corner with the center containers higher so you aren't getting mortared with frags on spawn.
Does that even work in practice? AFAIK, you could still grenade spam on the middle of the map.
 
Does that even work in practice? AFAIK, you could still grenade spam on the middle of the map.
No it's to prevent me from chucking a grenade from the corner at spawn A to the corner of spawn B opposite of each other instantly on spawn. They still get spammed but it's not as bad.
 
No it's to prevent me from chucking a grenade from the corner at spawn A to the corner of spawn B opposite of each other instantly on spawn. They still get spammed but it's not as bad.
Oh, SPAWN, As dumb as this sounds, I cannot tell if I'm dying from spawn or spam from that small map. I wish they added a small map playlist in MW2019. Rust, Shipment and Shoot House are nice maps anyway.
 
COD need this option more than ever..

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I heard in the Five Zombies map, you can stop them from spawning by not opening a door in the basement.
they arent that bad in five because they only spawn in the basement and your only down there because of the mystery box or the teleporters. my problem is them in kino der toten they dont spawn in the alley or if you dont turn the power on that map however
 
my problem is them in kino der toten they dont spawn in the alley or if you dont turn the power on that map however
I don't know if it's Five or Kino Der Toten where you can stop the Nova crawlers from spawning. I've never figured it out.
 
If the next Call of Duty is confirmed to have advanced movement like wall-running or jetpacks, that's a skip for me. I hate futuristic settings in Call of Duty.

I went back to Black Ops 6. There is a CoD Endowment event where you complete seven challenges for a red and white dotted blueprint. I don't like how some events require completing "items" after each kill.
 
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