Episode 18 - New Year New Warzone episode artwork

EPISODE · Jan 8, 2024 · 1H 49M

Episode 18 - New Year New Warzone

from Slightly Above Average Gaming · host SuboneKD J007tv

In this episode, J and Subone reflect on their holidays and dive into a retrospective of Warzone 2. They discuss the issues with movement and gun functionality in the early stages of the game. The crowded airspace and the delay in using streaks are also highlighted. The hosts express their dissatisfaction with the weapon balance and the lack of viable SMGs. They also touch on the reception of the Al Mazrah map and the introduction of ranked play. The episode concludes with a discussion on the problems with shields and Semtex grenades. The conversation covers topics such as riot shields and flamethrowers, overall thoughts on the game, issues with audio, current weapon metas, disappointment with Modern Warfare 2 guns, artificial skill gap in the meta, and a discussion on aim assist. The conversation revolves around the debate on aim assist in Call of Duty. The hosts discuss the misconception that aim assist is overpowered and argue that it is necessary for controller players. They also highlight the majority of players using controllers and the need for balance between mouse and keyboard and controller inputs. Possible solutions, such as skill-based aim assist and skill-based matchmaking, are explored. The hosts emphasize the importance of game development and creating a gameplay style that caters to both inputs. They conclude by acknowledging Call of Duty's history and its focus on controller players. Your hosts: J007tv: https://twitter.com/FakeJ00712 https://www.twitch.tv/j007tv SuboneKD: https://twitter.com/Subonekd https://kick.com/subonekd Takeaways The movement and gun functionality in the early stages of Warzone 2 were problematic, with slow movements and random recoil patterns. The crowded airspace and delay in using streaks were frustrating aspects of the game. The weapon balance in Warzone 2 was not ideal, with SMGs being particularly weak. The Almasra map received mixed reviews, but ranked play was generally well-received. Shields and Semtex grenades were seen as problematic and in need of balancing. Riot shields and flamethrowers can be effective in certain situations, but they have limitations and can be countered. The game is in a good position overall, with improvements made to address previous issues. Audio in the game still needs improvement, as it can be inconsistent and affect gameplay. The current weapon metas have a divide between easy-to-use guns and high-skill guns, creating an artificial skill gap. Aim assist is a contentious topic, with advantages and disadvantages for both controller and mouse and keyboard players. Aim assist is necessary for controller players and is not as overpowered as some claim. The majority of Call of Duty players use controllers, making aim assist an essential feature. Balancing the game for both mouse and keyboard and controller inputs is crucial. Game development should focus on creating a gameplay style that caters to both inputs. 00:00 Introduction and Holiday Recap 03:00 Reflecting on Warzone 212:00Issues with Movement and Gun Functionality 19:00 Crowded Airspace and Streaks 26:00 Discussion on Weapon Balance 32:00 Transition to Warzone 3 39:00 Ranked Play and Map Reception 45:00 Weapon Meta in Modern Warfare 3 47:00 Issues with Shields and Semtex 47:54 Discussion on Riot Shields and Flamethrowers 55:09 Overall Thoughts on the Game 58:00 Issues with Audio 01:11:16 Current Weapon Metas 01:20:23 Disappointment with Modern Warfare 2 Guns 01:25:11 Artificial Skill Gap in the Meta 01:27:05 Discussion on Aim Assist 01:28:47 The Debate on Aim Assist 01:36:18 The Majority of Players Use Controllers 01:41:34 Possible Solutions and Skill-Based Matchmaking 01:48:53 The Need for Balance and Game Development 01:53:18 The Choice of Input and Call of Duty's Focus 01:54:18 Call of Duty's History and Conclusion Learn more about your ad choices. Visit podcastchoices.com/adchoices

In this episode, J and Subone reflect on their holidays and dive into a retrospective of Warzone 2. They discuss the issues with movement and gun functionality in the early stages of the game. The crowded airspace and the delay in using streaks are also highlighted. The hosts express their dissatisfaction with the weapon balance and the lack of viable SMGs. They also touch on the reception of the Al Mazrah map and the introduction of ranked play. The episode concludes with a discussion on the problems with shields and Semtex grenades. The conversation covers topics such as riot shields and flamethrowers, overall thoughts on the game, issues with audio, current weapon metas, disappointment with Modern Warfare 2 guns, artificial skill gap in the meta, and a discussion on aim assist. The conversation revolves around the debate on aim assist in Call of Duty. The hosts discuss the misconception that aim assist is overpowered and argue that it is necessary for controller players. They also highlight the majority of players using controllers and the need for balance between mouse and keyboard and controller inputs. Possible solutions, such as skill-based aim assist and skill-based matchmaking, are explored. The hosts emphasize the importance of game development and creating a gameplay style that caters to both inputs. They conclude by acknowledging Call of Duty's history and its focus on controller players. Your hosts: J007tv: https://twitter.com/FakeJ00712 https://www.twitch.tv/j007tv SuboneKD: https://twitter.com/Subonekd https://kick.com/subonekd Takeaways The movement and gun functionality in the early stages of Warzone 2 were problematic, with slow movements and random recoil patterns. The crowded airspace and delay in using streaks were frustrating aspects of the game. The weapon balance in Warzone 2 was not ideal, with SMGs being particularly weak. The Almasra map received mixed reviews, but ranked play was generally well-received. Shields and Semtex grenades were seen as problematic and in need of balancing. Riot shields and flamethrowers can be effective in certain situations, but they have limitations and can be countered. The game is in a good position overall, with improvements made to address previous issues. Audio in the game still needs improvement, as it can be inconsistent and affect gameplay. The current weapon metas have a divide between easy-to-use guns and high-skill guns, creating an artificial skill gap. Aim assist is a contentious topic, with advantages and disadvantages for both controller and mouse and keyboard players. Aim assist is necessary for controller players and is not as overpowered as some claim. The majority of Call of Duty players use controllers, making aim assist an essential feature. Balancing the game for both mouse and keyboard and controller inputs is crucial. Game development should focus on creating a gameplay style that caters to both inputs. 00:00 Introduction and Holiday Recap 03:00 Reflecting on Warzone 212:00Issues with Movement and Gun Functionality 19:00 Crowded Airspace and Streaks 26:00 Discussion on Weapon Balance 32:00 Transition to Warzone 3 39:00 Ranked Play and Map Reception 45:00 Weapon Meta in Modern Warfare 3 47:00 Issues with Shields and Semtex 47:54 Discussion on Riot Shields and Flamethrowers 55:09 Overall Thoughts on the Game 58:00 Issues with Audio 01:11:16 Current Weapon Metas 01:20:23 Disappointment with Modern Warfare 2 Guns 01:25:11 Artificial Skill Gap in the Meta 01:27:05 Discussion on Aim Assist 01:28:47 The Debate on Aim Assist 01:36:18 The Majority of Players Use Controllers 01:41:34 Possible Solutions and Skill-Based Matchmaking 01:48:53 The Need for Balance and Game Development 01:53:18 The Choice of Input and Call of Duty's Focus 01:54:18 Call of Duty's History and Conclusion Learn more about your ad choices. Visit podcastchoices.com/adchoices

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This episode was published on January 8, 2024.

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In this episode, J and Subone reflect on their holidays and dive into a retrospective of Warzone 2. They discuss the issues with movement and gun functionality in the early stages of the game. The crowded airspace and the delay in using streaks are...

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