I know this has been harped on about and I apologize for beating the dead horse, but I encourage you guys to go back and play older CoDs for a bit, really paying attention to the player dynamics and how encounters play out. In BO2, there is comparably very little variation or even opportunity for competition within the gunfights themselves, due to map design and confounding nature of the lag. And this is to say nothing of equipment or streaks.
Obviously this series has never had the deepest gameplay, but it's practically reached the point where the entire game is played between encounters, so to speak.
I would have put "casual" in the title since it's a broader and maybe more appropriate term, but I figured it'd just wind up being misunderstood and inflammatory.
Every COD has different options in the game to counter and flank. BO2 IMO is no different.
Earlier tonite I put in 3 hours on MW3 Domination. (because I still enjoy running Specialist and going for MOABS) I also still play COD4 too.
Still in the end, IMO (no matter which COD you play) it basically comes down to the player/team. Is somebody gonna keep running back and getting killed over and over, or are they gonna flank? Does a team communicate to fight through a choke point, or are they just gonna ***ch and moan over their mic every time they die?
Sure BO2 has "slightly" smaller maps, but every COD has/had choke points to hold/control...
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Compare CoD4 TDM to this game's. UAV is 5 kills, Airstrike is 8, Helicopter is 11. The game does the flanking for you, since the spawns flip every 5 seconds. Though, that's probably a good thing, since these maps are so linear and full of random headglitch spots that you'll barely have any capability to do your own flanking. Ambush and Downpour were linear 3-path maps, compared to Plaza, Turbine, Meltdown, probably more I can't think of. The difference is that Ambush had some spacing and sightlines (**** Downpour though its probably my least favorite map in that game)
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