I know it’s been a while since my last Great Debate blog and apologize for that. Therefore today I decided to get back into the swings of things because I really enjoy my debate posts. For today I decided to have the Semtex Grenade face off against the classic Frag Grenade. In the first Modern Warfare, the only forms of grenade available to players were the Frag Grenade and my arch nemesis, the Noob Tube. However, in MW2 Infinity Ward has introduced the Semtex grenade, which I really do like.
The Frag Grenade as many of you may know has the ability to be “cooked” which many players find advantageous in the heat of battle. Because of this ability, Frags can be hurled into a crowded room and explode almost instantaneously as opposed to Semtex grenade which has a timed fuse and doesn’t activate until the user releases it. This can be useful because once drawn, players have the option of putting the grenade away, while Frags have to eventually be thrown once drawn. In addition to infinite holding, Semtex grenades have the ability to stick to whatever surfaces they touch. The stickable surfaces include both enemy and friendly personnel. This is perfect for times where a frag grenade would normally roll or bounce back, not that this can’t also be a useful tool.
To close, Frags can be thrown back at the user if not properly cooked. Also, even though they are electronic, Semtex Grenades are not effected by the EMP Deathstreak, but the throwing kinfe strangely is. When choosing a Frag or Semtex Grenade it pretty much depends on the user’s preference. Personally I prefer the Semtex, but I plan on trying to work the Frag Grenade into a few of my classes.
It’s very well known that Modern Warfare is infamous for the massive amount of Killstreak rewards that are available to players. One of the most underrated Killstreaks is definitely the Electro-Magnetic Pulse a.k.a, the EMP. Once activated, the EMP disables all enemy electronics, rendering them useless for the duration of 60 seconds. I have to admit, at first this does not seem like that impressive of a killstreak reward, but when used properly and in the right situations, the EMP can prove devastating for the opposing team.
The EMP has the ability to disable everything that a player has on their screen like their HUD and ammo count. In addtion, the EMP temporarily destroys Red Dot and Holographic sights, ACOG and Themal Scopes, and my personal favorite, the evil that is the Heartbeat Sensor. Also, EMPs can disable enemy equipment such as Claymores and C4s, and for some reason the Throwing Knife. However, the Semtex, though electronic remains unaffected.
Probably the best thing about the EMP is that it destroys any of the airborne enemy killstreak rewards and restricts the opposing team from activating anymore. Probably the worst thing about the EMP is the fact it takes 15 consecutive kills to obtain (14 with Hardline), because of this, it is a very seldom seen Killstreak reward.
To round-up my trio of Special Grenades blogs is the Flash Grenade, also known as the flashbang. Out of each of the Special Grenades, I would definitely say that the flashbang is my least favorite. For starters, when compared to Stun Grenades, flashbangs take about a year to throw and once thrown, they do not even give a hit indicator when they hit an enemy. This I find to be a huge problem. In addition to this, out of all 3 of the Special Grenades featured in the game, flashbang are without a doubt the most likely to cause harm to the user as well as the target. There have been countless numbers of times when I have tossed a flashbang and the only person to be killed is me.
On a more positive note, whenever a flashbang is properly thrown and effects a large group of enemy’s the amount of kills that an individual can get is phenomenal. Personally, I am not sure whether or not using a flashbang is worth the risk simply because of what was stated above. What it comes down to when using smoke, stun, or flash grenades is pretty much what the user’s personal preference is.
For those of you not aware, there has been a recent outbreak of what has been called “Mapathy” in the Modern Warfare 2 community. I personally have felt the sting of this disease considering I have turned on maps that I once loved, these maps being Terminal, Rundown, and even Derail. I must mention that my hate for Afghan is still alive and kicking.
Luckily, Infinity Ward has discovered a cure for this illness in their most recent form of down-loadable content: The Stimulus Package. The package is set to be released on March 3oth 2010 at the stroke of midnight for $15. This is EXCELLENT news for 360 owners seeing as how we get the package 30 days before PS3 users.
There were rumors that the package would include new perks, spec op missions, challenges, call-signs, and weapons, but these rumors are not true. However, the package will include 3 new maps that all seem pretty legit. The new maps are as follows: Bailout, a map that appears to take place in a residential style area. Storm, another rain themed map that looks like a cross between Underpass and Modern Warfare 1 classic, Overgrown. The final new map is Salvage, a snow thing map that looks like MW1’s Shipment during Winter, sadly. Hopefully the 3 new maps don’t disappoint.
If they do, players will be pleased to find that 2 classic maps are returning. Modern Warfare 1 maps Overgrown and Crash will be playable with the package. I love Overgrown, and even though I’m not too crazy about Crash, I’m just thankful that the World’s Most God-Awful Map, Wetwork is no where this game. HATE YOU WETWORK!
Oh, and here’s the trailer for the new Stimulus Package if you haven’t seen it yet.
Some of you may be aware of the posts that I have written in the past that pertain to the knifing/running class, however this post is a special kind of gripe about one of the most ambiguous tactics in Modern Warfare 2: Knifing. As many of you know, in MW2 when it comes to close quarters combat, a lot of the time knifing the enemy is your best bet. Lately though I have found that landing a solid knife is totally unpredictable and inconsistent. From my personal experience there have been many times where I am almost making out with my target and I go to knife him, and I completely miss only to then be turned into the victim. Oh, and this has even happened while I was using the Commando Perk, which is another blog for another day.
In addition to this, there have been times when I attempt to knife an opponent who is rushing me head-on, and somehow, even though I clearly see my character in his knifing animation, he somehow has knifed me into submission. To make matters worse, when I watch the killcam, my character appears to have not even tried to knife at all. This perhaps is the result of a poor internet connection though.
And lastly can someone please explain to me why a throwing knife or lunging knife is a one hit kill every time even against players with Painkiller equipped, while an RPG to an enemy’s chest with Danger Close equipped isn’t enough to cripple a man? In short, Infinity Ward should consider fixing the knifing system even if only slightly, the time in between knives is way too much of a hassle, and even though the tactical knife helps that, I still find knifing to be somewhat of a nuisance at times.
Oh and apparently “knifing” isn’t an actual word. O_0