Actually, Black Ops helped change that by toning the damage on the grenade launcher down.
To the point where a person with Flak Jacket could survive a direct hit from a Grenade Launcher AND its explosion - I've seen it happen.
Don't have a counter to explosives like that, it's rediculous.
Not many people use them in Black Ops. That was one of the few things I appreciated about that game.
Yeah but it would still be used incorrectly. Don't try and entice players to not get the attachment, just make it ineffective in certain situations.
Unless of course they remove the hard-counter and reduce the damage even more - to the point where it could take an enemies HP away 50%?
Balance > Realism, and CoD wasn't realistic in the first place. :P
So what do you expect from a Perk?
Extra ammo?
Faster / longer sprint?
Quicker transition from prone to stand / crouch?
Quicker reload time?
No sway on scope / more held breath?
Switch weapons faster?
Smaller hipfire?
Better bullet penetration?
More weapon damage?
More health? (Yes, I'm well aware of what it caused in CoD4)
2 Primary Weapons, with no Secondary?
More than one attachment? (On another note, Battlefield 3 will allow 3 attachment slots without perks)
Less kills for a Killstreak? (a feature which to be honest I don't like)
All previously used, but there's plenty of options.
A counter-balance is impossible to avoid.
A hard counter? A soft counter I can deal with, but near-invulnerability to explosives is stupid.
If you can increase an explosive weapon's damage, it's logical to make a Perk to fight that.
No, because then you have this fist stacking where the person who countered first gets a counter for the counter, or it could stop before that - or go after that. It makes a rotation which is rediculous and contrary to the point of the perk - an in-game disadvantage.
It shallows the game if two players have counter-productive perks, because that takes away 1 third of your uniqueness.
Back in CoD4, there was Hardened, which increased bullet damage (offense) and Juggernaut to increase health (defensive). Marathon to get to enemies faster (offensive), Claymores (they used to be a blue Perk) to stop them from flanking you (defensive).
Actually I'd consider Claymores both, and Marathon as a Utility perk - it only helps your sprint, it doesn't help you when you're actually in combat.
Unless of course you're running away, but that's not really fighting, now is it? :P
There aren't ALWAYS balances, but they have to exist.
With CoD they exist.
It would only defeat the purpose if the entire team used one and the entire other team used the opposite.
That's really my point. But why bother with the whole team, the same principle applies once Person A has enhanced bullets when Person B has enhanced health.
to gain an advantage.
Snipers have the advantage, though - because of defensive claymores.
The main way to beat that is to use the Grenade Launcher, or go up there and kill him. You shouldn't need to kill to adapt.
- H