News - Warzone 2 Needs A Better Create A Class System

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What's going on YouTube for I hope you guys are doing well. I've come to the conclusion that the gunsmith is a complete Nutter joke. I've made this commentary before. I've ranted about this before, but I think it needs more emphasis. Why is it that I have to unlock a gazillion different attachments for every single gun, but for other guns as well?

While also doing that, I have to unlock other attachments through armory challenges. It all feels convoluted; it all feels a little too complex. And to add to that, why is it that it's so difficult to know what attachments are best for your play style? Like, it used to be so easy to play Call of Duty; it used to be such a pickup and play type of game and you could customize on the fly; you could figure out what worked for you and what didn't, but now to test each and every single attachment and different combinations and figure out what works and what doesn't seems to take endless amounts of time, and of course there are guides here on YouTube; there's guides if you Google it on how to build the best weapon for whichever weapon you've picked.

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But it still feels pretty insane that you have to do that. Like, one of the best parts about old Call of Duty was the simplicity of it all, and that's one of the things I like about Modern Warfare 3's perk system. Very simple the perk does what you expect it to do: covert sneakers. Your footsteps are silent.

Hey, if you wear the camo vest, you're not seen on enemy radar. Crazy how simple that is. However, when I attach a sight to my gun, all of a sudden it does something completely different than what it should. I can't aim down a sight as quickly as I used to. I attached a stock. Now I can't run as fast, and it all feels very weird.

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Attachments used to universally help you out. They seem to be way too complicated, way too overly complicated. Balancing Act between what works and what doesn't fight between weapon stability and ability to aim down sight quicker, and it feels as if you're making this detrimental tradeoff every single time you equip your weapon if you want to play a little bit more.

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Rush style Well, there's ways to make a sprint of fire quicker and ways to make your aim down sight quicker. However, you trade in the fact that you lose all aiming stability and recoil. Control that doesn't really make sense. You didn't need a ton of different attachments to try to make your recoil better.

What you did was play and learn the recoil patterns of every single gun, and then you got better at controlling them. If you wanted to run around like a chicken with his head cut off, you would use a quick draw grip that would allow you to aim down your site quicker. These overly complicated innovations, as we'll call them, have completely diluted the overall experience and have created a barrier to entry for new players now.

Of course, YouTubers like myself are happy, as can be expected. You create a couple how-to guides. You get a bunch of views, and it's great for you, but is it great for the overall community? Because, guess what happens? Because all of these attachments are in the game, you go from a ton of choice to no choice because, let's say, you want to use the BSB, for instance, the bass B.

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You are either forced to use the meta, which you can find in any guide anywhere, or you're just going to have a weaker weapon than somebody else. And I don't really like that. I think that is really silly. You either build the meta version of that weapon or you'll get stomped on by the meta version of that weapon.

That's your option, whereas before it came down to the individual skill of the player, not the weapon build you had, and I always go to Black Ops 2 because it's my favorite Call of Duty game. But it also didn't have this overly convoluted and complicated weapon attachment system. Somebody was using an M8A1.

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Let's say with a red dot and a stock, it would be the same as somebody using an M81 with a forgrip. And, let's call it a fast mag; no differences except for a few slight tweaks to how the player personally played; simple, easy to understand, and well Yes, the foregrip would help with some of your recoil control.

I get that, but it wasn't the same statistical advantage as what you have between so many different attachments in this game. They throw in a wealth of content like this to just act as if they have so much to do in the game when, in reality, all you want to do is work on the few attachments that are part of the meta.

That's it if you want your gun to be like everybody else's, you have to play The Meta if you want to never have fun because you're getting constantly Outgunned, then use the other attachments, but like that's part of the problem, you cannot play Modern Warfare 3 how you want to; you have to play towards the meta, and that makes it extremely boring and makes it extremely stale.

At least with the old weapon attachment system, you could try different things out; you could see what worked and what didn't work; what you liked on certain guns; what you didn't like; you're never ever going to be able to try every single weapon attachment combination of Modern Warfare 3; you're never going to be able to do it.

Even if you wanted to have five different setups with five different attachments, you're just going to waste time because a lot of the attachments in this game are completely and utterly useless; they don't add any value to your overall gameplay. Experience, it's content for the sake of content; it's quantity over quality, and I just don't understand what we're doing here, and I don't understand those who defend it.

What do you want me to do with a mathematical equation every time I want to make a new class, like unlock a brand new weapon and guess what I have to do with a mathematical equation, or go on to Google or go on to YouTube to see what works with that weapon and what doesn't? That doesn't really make sense.

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I should be able to test it out in real time, but who has the time to test out 72 different foregrips, 67 different sites, and 42 different stocks? I don't have that time. I have a full-time job. I do this as a side gig. I also volunteer, but I don't have the time for that, which [__] does. And this is the problem with Modern Warfare 3.

This is the problem with everything we're doing here; we just throw a bunch of things in and say, Look at how much we have, but does any of it enhance the overall game? I guarantee you that if you simplify the entire attachment system to even, let's say, three different attachments per attachment slot, there are three different stocks and three different barrels at four or five different sites instead of 38 or 51.

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