1. Of course people drop to prone, especially when ambushed. Yet you don't prone on someone five feet away, just to 'dodge' any potential bullets they may spray. You fire on them. You also don't prone-stand-run every two seconds.
2. The guys with the highest scores DO do it. They use all the cheezy quirks. And scoring/ranked games only give them more incentive.
3. The answer to that is easy. SLOOOOOOOW it down. If you try to straffe too much, you stumble or trip; as well as accuracy goes right out the window. I was being generous about the thirty lbs. I'm aware a lot of infantry and special ops carry ridiculous loads. Regardless of how light the weapon may be, that added weight not only interfers with your aiming ease, but also your movement.
4. Hip shooting is the last thing you want to do, no matter the weapon. I wouldn't put a SAW on my hip and try and shoot it, lol no thanks. Shotguns may not always be fired while looking down the sights, but you definatley shoulder lock them. There is no Duke Nukem action with a SWAT team. An assault rifle will just recoil all to hell. And yes, you can miss with a pistol from ten feet. Unfortunatley, even special ops don't shoot like Steven Segal.
5. Will have to agree to disagree about the nades. The more important problem is that if you are out of range of 'throw back,' you can run up and grab one and throw it back. I know that some soldiers might like to play saviour, and try to save the day with some action hero move, but combat is not always as epic as 'band of brothers.'
6. Good
I don't think Vegas is realistic, at least not in comparison to old R6 or SWAT series. I was very dissapointed in Vegas in fact. The comment about intel is entirely true, but that's all games for the most part. Guns do jam, but not in COD4
.
I've long failed to see the point of creating realistic environments, if the other variables are not realistic as well, or at least strive to be. The whole concept of detailed atmosphere is to create immersion. So likewise physics should as well.
It's just another consequence of graphics over gameplay.
The first (ship/boat) and last (airplane) were probably the best missions in the SP. They didn't suffer from an over abundance of retarded enemies, and terrible player-team AI. They were properly paced for the situation, and included nice action.
The rest of the missions also included some of the same nice action and storyline features, but were riddled and plagued by an absurd amount of enemies, unsupportive teammates (except in the sniper level), extreme leeway and forgiveness in the amount of punishment you could take, and were way too linear.
You can't even turn the damned music off, but I guess it didn't matter as there was very little about the game that required any tactical thinking based on sounds or situational awareness. To add insult to injury, you have to endure a cheezy in-house rap song during the credits, to which I finally saved myself from, by remembering that it was the music I couldn't turn off, not my headphones
Everything about this game screams arcade shooter.
It's not that I don't like it AT ALL, just very dissapointed that A) It has some neat features and yet doesn't capitalize; B) That for whatever reason developers still continue to make these games. And it's pretty much a fruitless venture, arguing with people who DO like it, because they like it for the exact reasons I don't. As far as I'm concerned, the expectations and the desires of the gaming community is really really poor these days; yet is they who help influence the type of games that are made. If we support crap, then they'll continue making crap.
I would really love to see Novalogic, Redstorm and Irrational get together and put out a mixed CQC and field-ops game, where you had to do your own reconnaisance in order to approach a mission. And I was about to lay down a sleu of other great ideas but, I just can't be arsed, it's a shattered dream ;/