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Feb 21 2014 04:22pm
Quote (ericswanson_19 @ Feb 21 2014 10:01am)
can you extrapolate what you specifically dislike about the maps? which game modes do you tend to play? i personally exclusively play SnD, and in regards to SnD, they're great.. for the most part. obviously stormfront, siege, and prison break are terrible and imbalanced, but the others are great.

i think one thing a lot of newer CoD players have gotten used to are the maps that play the game for you. MW3 and BO2 were mostly smaller maps, with less flanks and less map knowledge required to do well. those maps promoted camping, because there was no incentive to cross the threshold. the risk/reward of pushing further to possibly get a better position were extremely risky. a lot of the maps automatically gave defense map control without having to do anything. also, MW3/BO2 didn't have unlimited sprint, so the risk of getting flanked was even less. ghosts just requires more map knowledge to do well, because there are so many routes to take and timings to learn.


Same, SnD is my main game mode. Let me explain some scenarios..

Octane: With unlimited sprinting, defense side is allowed to rush and climb on top of bus stop and get into top hotel ( or bottom ). The fact that they can literally be in your spawn before you can get any setup is ridiculous. In all other CoDs it's all been about getting a pick and then moving forward.

Warhawk: Offence side just has to get 1 kill, and then they're in your spawn. That's literally all this game is about. Get into the other team's spawn, and then lay down in some dark corner and wait for people to rotate.


(Bold) Ghost's promotes camping even more tbh. Once a person reaches your spawn It's very unlikely they'll keep running around. Camping in a corner with a sub while the bomb timer is ticking down is what 99% of people would do. On almost all Mw3 / Bo2 maps crossing was needed because that's the only way to get to a bomb lol. You had to push strategically. Winning a gun fight on offence was far more valuable, because it opened up the map. In Ghost the map was already opened up from the start of the round.

Many competitive players agree with me. It's far too easy in Ghost to rush into an enemy spawn and flank. Bo2 / Mw3 required a full push, and a pick to get the bomb down.

This post was edited by Exceptions on Feb 21 2014 04:26pm
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Feb 22 2014 04:16am
Sucks.
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Feb 22 2014 10:45am
Ghost is pretty bad
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Feb 22 2014 12:26pm
rekt
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Feb 22 2014 02:37pm
yup ghost is the worst cod for me
i played 2 weeks and never touched it again
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Feb 23 2014 04:32pm
Quote (Exceptions @ Feb 21 2014 04:22pm)
Same, SnD is my main game mode. Let me explain some scenarios..

Octane: With unlimited sprinting, defense side is allowed to rush and climb on top of bus stop and get into top hotel ( or bottom ). The fact that they can literally be in your spawn before you can get any setup is ridiculous. In all other CoDs it's all been about getting a pick and then moving forward.

Warhawk: Offence side just has to get 1 kill, and then they're in your spawn. That's literally all this game is about. Get into the other team's spawn, and then lay down in some dark corner and wait for people to rotate.


(Bold) Ghost's promotes camping even more tbh. Once a person reaches your spawn It's very unlikely they'll keep running around. Camping in a corner with a sub while the bomb timer is ticking down is what 99% of people would do. On almost all Mw3 / Bo2 maps crossing was needed because that's the only way to get to a bomb lol. You had to push strategically. Winning a gun fight on offence was far more valuable, because it opened up the map. In Ghost the map was already opened up from the start of the round.

Many competitive players agree with me. It's far too easy in Ghost to rush into an enemy spawn and flank. Bo2 / Mw3 required a full push, and a pick to get the bomb down.


I'll touch on defense only, which is what I'm referring to in regards to not needing to push further past the bomb sights.

Aftermath - ADS the one outside.. camp inside for the other in any of the countless spots.
Cargo - given instant control on the one bomb. the other needs some forward motion, but there's no need to go middle or right side.
Carrier - technically given control on both, but pretty risky to just post up anywhere.. not a bad map.
Drone - no point in crossing threshold. just have someone headglitch the one bomb. some flanks to watch though. the inside bomb is given map control instantly and it's risky for the enemy to peak out the windows, plus hearing the doors open is easy to soundwhore.
Express - given control on both..no need to go into any of their hallways.
Hijacked - technically you don't have to leave spawn really just headglitch the sides.
Meltdown - just camp and headglitch. no need to cross.
Overflow - this requires movement and isn't a bad map.
Plaza - good map since you definitely need to rush to defend.
Raid - good map.
Slums - awful, awful, imbalanced SnD map.
Standoff - good map.
Turbine - some forward motion, but technically no need to push past. not that bad of a map.
Yemen - not bad. some benefits to pushing past one of the bombs.
Nuketown - :/

I'm speaking just from a technical perspective, but I still enjoyed some maps I describe as being imbalanced. You're definitely right about needing team pushes to break. I also started using smoke a lot more in this game.
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Feb 23 2014 04:35pm
Quote (ericswanson_19 @ Feb 23 2014 02:32pm)
I'll touch on defense only, which is what I'm referring to in regards to not needing to push further past the bomb sights.

Aftermath - ADS the one outside.. camp inside for the other in any of the countless spots.
Cargo - given instant control on the one bomb. the other needs some forward motion, but there's no need to go middle or right side.
Carrier - technically given control on both, but pretty risky to just post up anywhere.. not a bad map.
Drone - no point in crossing threshold. just have someone headglitch the one bomb. some flanks to watch though. the inside bomb is given map control instantly and it's risky for the enemy to peak out the windows, plus hearing the doors open is easy to soundwhore.
Express - given control on both..no need to go into any of their hallways.
Hijacked - technically you don't have to leave spawn really just headglitch the sides.
Meltdown - just camp and headglitch. no need to cross.
Overflow - this requires movement and isn't a bad map.
Plaza - good map since you definitely need to rush to defend.
Raid - good map.
Slums - awful, awful, imbalanced SnD map.
Standoff - good map.
Turbine - some forward motion, but technically no need to push past. not that bad of a map.
Yemen - not bad. some benefits to pushing past one of the bombs.
Nuketown - :/

I'm speaking just from a technical perspective, but I still enjoyed some maps I describe as being imbalanced. You're definitely right about needing team pushes to break. I also started using smoke a lot more in this game.


Aftermath - ADS the one outside.. camp inside for the other in any of the countless spots.
Cargo - given instant control on the one bomb. the other needs some forward motion, but there's no need to go middle or right side.
Carrier - technically given control on both, but pretty risky to just post up anywhere.. not a bad map.
Drone - no point in crossing threshold. just have someone headglitch the one bomb. some flanks to watch though. the inside bomb is given map control instantly and it's risky for the enemy to peak out the windows, plus hearing the doors open is easy to soundwhore.
Express - given control on both..no need to go into any of their hallways.
Hijacked - technically you don't have to leave spawn really just headglitch the sides.
Meltdown - just camp and headglitch. no need to cross.
Overflow - this requires movement and isn't a bad map.
Plaza - good map since you definitely need to rush to defend.
Raid - good map.
Slums - awful, awful, imbalanced SnD map.
Standoff - good map.
Turbine - some forward motion, but technically no need to push past. not that bad of a map.
Yemen - not bad. some bene

These are the Varient maps lol. And slums is amazing, it's built like Terminal. Also for Cargo, they're not really given control of B. 99% of teams will only send 1 person B ` because A is much harder to break if they get bomb down. 3/4 man push > > >

Ghosts is Ez pubs, because people are retarded.

I'm talking about if you play a team of actually good people lol.

This post was edited by Exceptions on Feb 23 2014 04:45pm
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Feb 23 2014 04:50pm
Quote (Exceptions @ Feb 23 2014 04:35pm)
Aftermath - ADS the one outside.. camp inside for the other in any of the countless spots.
Cargo - given instant control on the one bomb. the other needs some forward motion, but there's no need to go middle or right side.
Carrier - technically given control on both, but pretty risky to just post up anywhere.. not a bad map.
Drone - no point in crossing threshold. just have someone headglitch the one bomb. some flanks to watch though. the inside bomb is given map control instantly and it's risky for the enemy to peak out the windows, plus hearing the doors open is easy to soundwhore.
Express - given control on both..no need to go into any of their hallways.
Hijacked - technically you don't have to leave spawn really just headglitch the sides.
Meltdown - just camp and headglitch. no need to cross.
Overflow - this requires movement and isn't a bad map.
Plaza - good map since you definitely need to rush to defend.
Raid - good map.
Slums - awful, awful, imbalanced SnD map.
Standoff - good map.
Turbine - some forward motion, but technically no need to push past. not that bad of a map.
Yemen - not bad. some bene

These are the Varient maps lol. And slums is amazing, it's built like Terminal. Also for Cargo, they're not really given control of B. 99% of teams will only send 1 person B ` because A is much harder to break if they get bomb down. 3/4 man push > > >

Ghosts is Ez pubs, because people are retarded.

I'm talking about if you play  a team of actually good people lol.

Good is relative, but I know what you mean. It does suck playing against 6 people using amplify and a remington. I use smoke on most of my classes, which helps. There are multiple shitty maps like storm front, prison break, and siege, but I still think better players shine in ghosts more than in BO2 with all the cheap weapons (pistols, remington). There's also the whole lag comp thing, which is pretty much the major issue.
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Feb 23 2014 07:15pm
ghost is okay but imo BO2 is the best

some of the tactics kids use in ghost is just ridiculous and the amount of hackers is out of control, i see a hackers quite often about 4/10 games

if they added some sort of ranking system to their league play i might pay more attention to it, but otherwise im sick of c4/riot shield faggots n kids that have all the perks.

id rather deal with booters in bo2 league
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Feb 25 2014 07:58am
Quote (Exceptions @ Feb 20 2014 07:31pm)
Guns were nice.
Maps suck.
^
Strategies used to exploit shit maps = irritating

Ghost is by far the worst CoD made.

Yes I'm mad.

No, I do not suck at CoD ~ Just hate Ghost.

ty


agreed this game is really really bad and does not make sense its like they are going backwards :lol:
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