News - New Flashbang Mechanic & Explosive Slowdown Warzone 2i
How flashbangs work in mwiii
Those of you guys that play Modern Warfare 2 probably know exactly what I'm talking about, but let's start this off with the brand new flashbang mechanic. Normally in the Call of Duty franchise the only thing that really matters when it comes to being flashed is the proximity of that flashbang to, and I guess whether or not you're using the counter perk like Tac mask, in Modern Warfare 3 they're trying something different and something that some other FPS games do like Counterstrike for instance, and this is if a flashbang goes off behind you it won't flash you nearly as much in fact it barely blinds you at all and based on some more testing here it looks like if you turn even 90° perpendicular to it you're still going to get flashed pretty hard so you do have to do almost a full spin around in order to avoid that also I did do some testing with high fov and low fov this appears to be totally independent from your field of view so I don't think there's any inconsistency, there it's not like if you're using a high fov this is going to flash you more than a lower fov, but with this mechanic it opens up the possibility for a skill-based.
Soft counter to the flashbang grenade If you recognize that a flash is coming and you react very quickly and manage to turn away from it in time, then you can counter that without having to use the attack mask perk, and I think it's really interesting that they're trying this out with Modern Warfare 3.
It is something that a lot of people have been asking for. I've been seeing this suggestion pop up for years now within the Call of Duty franchise, and this is the first time they're actually implementing it.
Potential issues with this system
However, it's as cool as this is, and I'm excited to see how this plays out long-term. I do want to play Devil's Advocate here a little bit because I think this could potentially come with some downsides as well.
Just to be clear, I'm not saying I'm fully against this. I just want to point out that there are some potential downsides here, and the first one is that this creates a gap between high-sensitivity and low-sensitivity players and an even bigger gap between mouse, keyboard, and controller players when it comes to the specific scenario.
Obviously if you play on a lower sensitivity, you're just not going to be able to react and turn in time and if your sensitivity just doesn't allow you to turn fast enough then that essentially locks you out of this potential soft counter compared to other players that play with a higher sensitivity, on mouse and keyboard while players will play with a different sensitivity or DPI setting, generally speaking even if you are on a lower sensitivity with a mouse and keyboard you can still make really drastic turns by simply moving your mouse a whole lot faster, whereas with an analog stick things just don't work the same way so I'm not too sure that this mechanic is well suited to controller play I think it works great for games that are designed for mice and keyboards, like Counter-Strike, for instance, but it may not be super compatible with controllers that can't really flick in the same way.
Additionally, for a potential downside here, this may just create too much inconsistency with flashbangs overall to the point where they just may not be a viable choice relative to the other tactical pieces of equipment out there. I mean, right now it's beta; we don't have access to all of the tactical equipment; we don't have access to stuns or anything, so we don't know how those are going to work, but with the way that these flashbangs work.
I'm not sure they're going to be consistent enough for me to want to ever use them, and I'm likely going to end up going a different route this time around simply due to the fact that I can't really trust when I get a hit marker with a flashbang. That player is actually fully flashed. At least if the enemy is using a Tac mask.
I get a special hit marker when I throw a flashbang into a room that lets me know that player is not going to be flashed as much as somebody not using a Tac mask, whereas with this soft counter to the flashbang. I'll never really be able to know how flashed that person is when I enter that room after throwing a flashbang; they may be completely blinded or they might not be blinded at all, and there's really no way of me knowing, and therefore that's just going to lead to consistency issues with the flashbang, and therefore, like I said.
I'm just probably not going to use flashbangs. So those are just a few thoughts that I had here again. Just playing Devil's Advocate, I like the fact that they're trying this. I'm definitely open to it, and I want to give it a shot. I'm just curious to see how it plays out over time and if it is really going to be well suited to the Call of Duty franchise.
Explosive slowdown penalty?
As for the next thing. I thought I'd just tag on to this article since it's not really worth its own dedicated article, but I do want to mention something they've adjusted from Modern Warfare 2 that I'm really happy to see: They've eliminated that slowdown every time you get hit by an explosive or directly impacted by a throwable piece of equipment.
For those that don't know, in Modern Warfare 2, if you take explosive damage or if somebody just directly impacts you with a flashbang, a nade, or whatever it might be and it bounces off of you, it would essentially lock your feet in place for a short period of time so you couldn't move; it would act like a stun grenade as well.
Even if you were using the blast shield, which is the explosive counter perk, and this just caused a lot of unnecessary frustration, in my opinion. I don't think you need to be stunned as well as hurt really badly by the explosive.
Wrap up
I'll talk to you guys