User blog:Callofduty4/How I would have balanced MW2 part 1.

Hi, this is the first installment in hopefully a series of blogs in which I will explain to you how I would balance and change MW2. Don't flame me because I have different opinions than you. If you disagree with me post a comment with an educated reason, not just "But Model 1887 Powns all noobs, I rule therefore u suck lolz" because expect it to be hidden and ignored.

The idea for this lies with User:Imrlybord7, he's kindly letting me use his idea.

This is how I would have balanced the MW2 weapons and attachments.

Assault Rifles

 * M4A1 - remains the same.


 * FAMAS - Remains the same.


 * SCAR-H - recoil upped a bit


 * TAR-21 - Recoil upped a bit. Very overpowering with its low recoil at the moment.


 * FAL - Remains the same


 * M16A4 - remains the same.


 * ACR - Recoil upped a bit so it actually has some.


 * F2000 - recoil reduced slightly and red dot made clearer.


 * AK-47 - idle sway removed on any AK without a Red dot or holographic.

SMGs

 * UMP - Damage reduced to 30 at range


 * MP5K - Recoil reduced and fire rate reduced to 800RPM


 * Vector - Remains the same


 * P90 - remains the same


 * Mini Uzi - 1st person model changes so player actually holds the front grip.

LMGs

 * L86 - same


 * RPD - same


 * MG4 - same


 * AUG - recoil upped a bit


 * M240 - damage changed to 35 so stopping power has no effect. Recoil upped very slightly. Technically makes MG4 seem even weaker but remember the MG4 has almost zero recoil.

Sniper Rifles

 * .50cal - same


 * Intervention - same


 * WA2000 - same


 * M21 - same


 * Dragunov - introduced to multiplayer with same stats as WA2000 (i.e stopping power has zero effect) with higher recoil.

Machine pistols

 * PP2000 - same


 * G18 - lower recoil


 * Raffica - damage reduced to 40-20 so it can't be used as a FAMAS/M16


 * TMP - mag size upped to ~22/23

Shotguns

 * SPAS-12 - same


 * AA-12 - same


 * Striker - same


 * Ranger - no attachments, but still a formidable weapon due to massive power


 * M1014 - same


 * 1887's - no attachments available, range same

Pistols
All the same

Launchers

 * AT4 - now with 2 rockets


 * Thumper - longer reload time


 * Stinger - same


 * Javelin - same


 * RPG - same

Attachments (primary weapons)
No attachments will need other attachments to unlock them. Attachments will now take more time to unlock therefore showing a high status when the harder ones to unlock are used.


 * Red dot sight - 100 kills


 * Silencer - 150 kills, no damage/range penalty


 * ACOG - 250 kills


 * Holographic - 400 kills


 * Shotgun - 500 kills


 * FMJ - 700 kills


 * Grenade launcher (ARs only) - 1400 kills, as it's so effective it should require some hard work to unlock it, so it will hardly be seen and therefore a sign of accomplishment. Also weapons use their proper grenade launcher, not just the M203.


 * Akimbo (SMGs only) - 1400 kills


 * Extended mags - 2000 kills and magazine model changes.


 * Heartbeat sensor - removed from game, makes no sense.


 * Rapid fire - removed from game, makes no sense.

Attachments (Secondaries)
(1887s and Rangers cannot have attachments)


 * 50 kills - RDS for shotguns + machine pistols, FMJ for pistols


 * 100 kills - Silencer for shotguns + machine pistols and pistols (excluding desert eagle and revolver)


 * 150 kills - FMJ for machine pistols + Shotguns


 * 200 kills - Grip for shotguns and Akimbo for pistols


 * 300 kills - Holographic sight for machine pistols and shotguns


 * 400 kills - Akimbo for machine pistols


 * 500 kills - extended mags for all. (excluding revolver)

Part 2 coming soon, hope you found reading this interesting. Feel free to comment.