Quote (ericswanson_19 @ Mar 4 2013 02:32pm)
part of the blame lies on the map design. a lot of BO1/BO2/MW3 maps don't really provide an incentive to rush..which varies even moreso depending on game type.
some maps require you to rush to gain map control, usually objective game types. the map hijacked for example on search and destroy provides no incentive to rush while on defense. all i have to do is ADS down the sides. even if i cross the threshold of the map, i'm going to push into their long line of sight, so it's advantageous for them to camp as well. the same goes for slums..there's no reason to go into the enemy's spawn when i can just ADS the 3 possible entrances for them to come through.
most of the original MW2 maps had countless flank routes, so if you weren't paying attention, then you'd get shot in the back. claymores weren't very good in MW2 either since you could run past them. they're pretty much guaranteed kills in BO2 unless you have flak jacket or are using engineer, which is rare for people to use.
also, MW2 had infinite sprint and fast climbing capabilities, so you could run forever and climb into windows and over hills really fast to flank campers. in BO1 they removed fast climb, so climbing in and over shit was risky as fuck since it was slow and clunky. in MW3 and BO2 they removed infinite sprint completely and simplified the maps, which is completely anti-rush.
the spawns on certain maps also don't provide an incentive to rush. pushing spawns doesn't always flip them, but tend to produce a lot of people coming back for revenge kills. why leave the spawn when they're spawning there?
the spawns are so confusing. i've been in their spawn cleaning it out.. and most of the team spawns elsewhere, but the last guy i killed spawns at the nearest point behind me and he slaps me in the back. wtf 3arc?