Multiple Attachment Perk for Call of Duty 4

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xXx_Rork_xXx

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#1 xXx_Rork_xXx
Member since 2006 • 25 Posts
Lately I have been mulling over something that I believe would really enhance my and many others' Call of Duty 4 experience. I think that there should be a perk to allow a player to have two attachments on their weapon.

A main reason to have this perk is to use a Silencer without having to utlilise the iron sights, which can be rather hard to use on some weapons. I enjoyed having multiple attachments in the single player campaign and I believe that with deliberate choice of acceptable attachment combinations and which perk slot it should be, it could be a nice addition.

For those who argue it would be overpowered, I will represent a few examples. For a simple Silencer and Red Dot Sight/ACOG Scope combination, the player gets the benefit of being 'invisible' whilst either maintaining their weapon's range or having a better sight. The ACOG Scope's range effects could be considered the real perk, whilst the Red Dot Sight merely a preference. Hardly overpowered; a perk is supposed to give an advantage.

Combining a Grenade Launcher with a Silencer again merely gives a slight advantage of being 'invisible' whilst firing. A Grenade launcher and an ACOG Scope/Red Dot Sight, like before, increases range or provides a better sight. If people believe that a Grenade launcher and an additional attachment is unbalanced, then merely make this 'Double Attachment' perk a Perk 1 slot. However, I would say that both of the examples are a fair advantage.

As for ideas of the slot this perk would occupy, if a Grenade Launcher and another attachment seem too powerful, then merely make this perk fit into Perk 1, as stated, seeing as they do seem to be additional equipment perks anyway. However, I believe that everyone would choose this perk if in that slot, so I think it should occupy Perk 2, where the majority of the most popular perks are. This way, the Silencer would not be too powerful as you could not use 'UAV Jammer' and the weapon could not be too powerful as you could not use 'Stopping Power', for example.

Either way, tell me what you think.
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Retaplar

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#2 Retaplar
Member since 2008 • 25 Posts
Interesting, would probably have to be a slot 2 perk, but could be cool. I personally thought that a revive perk should bemadeto revivethose in last stand, but that was before everyone started using martyrdom.
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TigerFangRed

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#3 TigerFangRed
Member since 2005 • 1928 Posts
Lately I have been mulling over something that I believe would really enhance my and many others' Call of Duty 4 experience. I think that there should be a perk to allow a player to have two attachments on their weapon.

A main reason to have this perk is to use a Silencer without having to utlilise the iron sights, which can be rather hard to use on some weapons. I enjoyed having multiple attachments in the single player campaign and I believe that with deliberate choice of acceptable attachment combinations and which perk slot it should be, it could be a nice addition.

For those who argue it would be overpowered, I will represent a few examples. For a simple Silencer and Red Dot Sight/ACOG Scope combination, the player gets the benefit of being 'invisible' whilst either maintaining their weapon's range or having a better sight. The ACOG Scope's range effects could be considered the real perk, whilst the Red Dot Sight merely a preference. Hardly overpowered; a perk is supposed to give an advantage.

Combining a Grenade Launcher with a Silencer again merely gives a slight advantage of being 'invisible' whilst firing. A Grenade launcher and an ACOG Scope/Red Dot Sight, like before, increases range or provides a better sight. If people believe that a Grenade launcher and an additional attachment is unbalanced, then merely make this 'Double Attachment' perk a Perk 1 slot. However, I would say that both of the examples are a fair advantage.

As for ideas of the slot this perk would occupy, if a Grenade Launcher and another attachment seem too powerful, then merely make this perk fit into Perk 1, as stated, seeing as they do seem to be additional equipment perks anyway. However, I believe that everyone would choose this perk if in that slot, so I think it should occupy Perk 2, where the majority of the most popular perks are. This way, the Silencer would not be too powerful as you could not use 'UAV Jammer' and the weapon could not be too powerful as you could not use 'Stopping Power', for example.

Either way, tell me what you think.
xXx_Rork_xXx
forcing you to use the iron sights with the silencer balances out...because, using the red dot sight with a silencer would just be too easy. It's just a balancing issue, and developers are extremely careful to keep online play balanced, or it could be frustrating. But yea, it would be cool.
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#4 xXx_Rork_xXx
Member since 2006 • 25 Posts

Interesting, would probably have to be a slot 2 perk, but could be cool. I personally thought that a revive perk should bemadeto revivethose in last stand, but that was before everyone started using martyrdom.Retaplar

I don't want to encourage wandering off this specific topic, but I was thinking of a feature where you could pick up injured team mates or those in last stand and carry them like you do to MacMillan in the single player campaign when he is injured. However, the whole game would have to change ^^. To your Perk slot idea, I think it should be a Perk 3. It doesn't give a huge advantage and could two attachments be compared to two guns of 'Overkill' in the Perk 2 category?


To TigerFanRed's point, the whole point of a perk is that it tips the scale slightly in your favour, depending on the situation. I don't think that this perk would be too powerful - you'd be silent and perhaps have better accuracy if you prefer a different sight, but you'd have to swap it out for another perk, therefore being balanced.

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#5 xXx_Rork_xXx
Member since 2006 • 25 Posts
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