This includes bringing a drivable vehicle into the game, with a second access point that another player can hop onto. “We wanted more defined Killstreaks, with some basis in reality. “We wanted to bring back the fan favorites, but also not rest on our laurels,” Geoff says. The fine art of Killstreaks – living long enough and downing enough opponents to call in an impressive and bombastic reinforcement or other military support – returns with a vengeance in Modern Warfare. Killstreaks: Owning the Opposition and Reaping the Rewards You have to use it really tactically.” Joe recommends you “learn the maps in the daytime, ready to go dark.” It creates gameplay where you don’t want to ADS too much.
“It feels like you won’t be accurate when you’re shooting like this, but you will be. “We learned from that you can’t cheek your rifle with these big goggles on, so we implemented a half ADS, but because your enemies also have goggles on, they will see your laser sight.” This leads to many players taking a minute to choose when they want to ADS. You can turn on lights to blow out your NVGs, and there are other things we’re working out at the moment, but there are several maps that are ‘dark’ versions.” We playtested them, fine-tuned them, and after a while we came to a middle ground where we positioned lights along hallways and at doorways, and you can turn on or off lights in some cases, which leads to cat-and-mouse confrontations. Geoff remembers Night Vision back in the original Call of Duty® 4, “but it was a screen overlay, and this time it is true night vision, so we started to go crazy, and made completely black maps. Principal Rendering Engineer, Michal Drobot and his team spent a considerable amount of time getting Night Vision to look correct in the Campaign ( as this Blog post attests), and this spurred interest in utilizing it in Multiplayer. This also allows us as developers to push the player mounting his cover out enough, to expose the silhouette, so that there’s gameplay there.” Of course, you don’t have to use it. But this allows you to know you’re only exposed a little bit. You can simply move to release the mount, but while your weapon rests on a mounting point, “it really helps dissipate some of the recoil you have.” Joe adds: “If you think about being in first-person, it’s really hard to tell where your character is, and if you’re standing at a door you can’t really tell how exposed you are.
It really allows you to ‘pie’ a room.” You can go up to a door frame, and “you don’t so much as lean around a corner, as rest your hand on the edge and can use that now as a pivot point.” We talked to and asked them how they went through and cleared a house, and asked if they posted up, and they said they’d take whatever stability they could get.” The Infinity Ward team “worked on the new Mount system that works both vertically and horizontally. Geoff gives us a quick run-down: “Gun mounting is a contextual technique in ADS. Pieing and Pivoting: Mounting your WeaponĪnother new aspect to Multiplayer battles is Mounting. It’s moments like this which adds a lot more depth and fun.” “You can go into a room, close the door, and the dilemma for the guy who was targeting you is ‘do I bust through the door he’s probably just waiting for me on the other side of the door, or do I try to find another way climb up a dumpster, up into a window and get at him in a different way’. Joe Cecot explains further: “Using doors strategically actually helps you pause a firefight.
You can cook a grenade, throw it at the base of a door, free aim at the door and it opens for you, after which the grenade explodes.” Then you can physically push into the door and open it. Or you can walk up while in ADS and press Use, and the door opens up just a little bit that’s silent so it’s a stealth approach. You can walk up and press the Use button. Explosives and concussions will pop a door open. “We put usable doors in, initially as a lark, but it quickly added a lot of dynamics to the matches,” says Geoff: “There are four ways to interact with a door.