CoD Dev: David Vonderhaar talks Stopping power and Weapon balancing

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Recently, David Vonderhaar of Treyarch has been in conversation with Call of Duty fans regarding a fairly controversial topic: Stopping Power and its place as a perk in Call of Duty.

The Stopping Power was first introduced in Infinity Ward’s Call of Duty 4: Modern Warfare as a perk giving players a way to increase their bullet damage. The inclusion of this perk carried over into Treyarch’s Call of Duty: World at War and then once again into IW’s Modern Warfare 2. Unfortunately, many players quickly found, even back in CoD4, that Stopping Power became such a staple perk, it rendered all other perks in that tier negligible. Many would argue that if one didn’t use Stopping Power, they were at a serious disadvantage compared to the majority that would be using it.



In listening to community feedback, the tradition was finally broken when Treyarch released last year’s Call of Duty: Black Ops, which did not include any sort of perk that added to bullet damage. Generally, this was received rather well among the community, although, it did give rise to the infamy of the Ghost perk, which Vonderhaar also recently spoke about. One fan recently commented, No one b****ed about the stealth perks from CoD4-6 since they had stopping power in the same tier. Giv’em stealth or power,” to which Vonderhaar replied, “they just b****ed about stopping power, instead.”

This year’s Modern Warfare 3 also didn’t see the inclusion of the Stopping Power perk, though developers did opt to raise the damage of all weapons as if they had this perk already built in. This made for very little survivability, especially with the added “proficiencies” which could increase different attributes of each weapon. Some would argue that this also unbalanced gunplay - another topic explored by Treyarch’s own David Vonderhaar, who had some bold things to say about Call of Duty’s weapon balance in general. Though many found Black Ops to include some of the best weapon balance in a Call of Duty game yet, many also remember the over-powered FAMAS and AK74U. One fan asked, “looking back, do you feel you did the right thing with the Famas/74u patches? Are you more open to rebalancing requests now?” Vonderhaar replied, “yes and yes.”




In a continuation of the weapon and perk balance discussion, Vonderhaar took to Twitter to talk to Call of Duty fans about Stopping Power and its future. It has recently become a slight trend to wish for the return of Stopping Power since many are now saying that it did, in fact, balance gameplay in Cod4 even though it may have made for fewer choices in that perk tier. Vonderhaar simply put it: “Stopping Power isn’t a viable solution. Solid mechanics with good tuning (and ability to real-world experiment with those tunables) is.” He added, “I am not making any assumptions. I am looking at the root cause and core tuning and so should you. Good talk, though.” It looks as though the next Call of Duty (Black Ops 2?) still might not see the return of Stopping Power, but should hopefully include some of the most balanced gunplay yet.

Posted:

Source: http://mp1st.com/2012/01/16/cod-dev-stopping-power-isnt-a-viable-solution-to-perk-and-weapon-balance/

Comments

"CoD Dev: David Vonderhaar talks Stopping power and Weapon balancing" :: Login/Create an Account :: 45 comments

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K__APosted:

i think that people just need to stop b***hing and play the game or leave.

ODSTPosted:

DreamEndlessly
AZba11in
shadow1 Heres what we do. All perks go in tier two and three. Tier one perks will be equipment like in cod4/waw. Any underbarrel attachment will remove perk 1. Put all perks that make you better at a fight (I.e stopping power, ghost, juggernaught, slight of hand, overkill, double tap, last stand, flak jacket, ect.) in tier 2. Put all perks that help you mobilize and be better (I.e Dead silence, steady aim, marathon, light weight, ect) That way there we do not have to worry about noobs new to cod combining 3 perks to make them god and will actually make things more fun.




Best Idea Yet! Serioulsy


If only they could hear... ):
only thing you should add is putting the grenade launcher back to strong power, this is an advantage/disadvantage at both times.
1, it's a very good strong, accurate, launcher that does very high damage.
2 it takes away your first tier of perks which in turn causes you to not want to use it and take your 1st tier perk instead.

LaidPosted:

AZba11in
shadow1 Heres what we do. All perks go in tier two and three. Tier one perks will be equipment like in cod4/waw. Any underbarrel attachment will remove perk 1. Put all perks that make you better at a fight (I.e stopping power, ghost, juggernaught, slight of hand, overkill, double tap, last stand, flak jacket, ect.) in tier 2. Put all perks that help you mobilize and be better (I.e Dead silence, steady aim, marathon, light weight, ect) That way there we do not have to worry about noobs new to cod combining 3 perks to make them god and will actually make things more fun.




Best Idea Yet! Serioulsy


If only they could hear... ):

AZba11inPosted:

shadow1 Heres what we do. All perks go in tier two and three. Tier one perks will be equipment like in cod4/waw. Any underbarrel attachment will remove perk 1. Put all perks that make you better at a fight (I.e stopping power, ghost, juggernaught, slight of hand, overkill, double tap, last stand, flak jacket, ect.) in tier 2. Put all perks that help you mobilize and be better (I.e Dead silence, steady aim, marathon, light weight, ect) That way there we do not have to worry about noobs new to cod combining 3 perks to make them god and will actually make things more fun.




Best Idea Yet! Serioulsy

shadow1Posted:

Heres what we do. All perks go in tier two and three. Tier one perks will be equipment like in cod4/waw. Any underbarrel attachment will remove perk 1. Put all perks that make you better at a fight (I.e stopping power, ghost, juggernaught, slight of hand, overkill, double tap, last stand, flak jacket, ect.) in tier 2. Put all perks that help you mobilize and be better (I.e Dead silence, steady aim, marathon, light weight, ect) That way there we do not have to worry about noobs new to cod combining 3 perks to make them god and will actually make things more fun.

livinbeastPosted:

MagneticMonk360 Call of Duty will always be unbalanced, for whatever reason.

More and more people are getting tired of it now and you can tell by the amount of people that have moved onto other video games.

To make a good game, the completion time should be around nearly 2 years, all that time allows the devs to cram as much stuff in aslong as the players can use it in a simple and advanced manner.


Treyarch and IW.
Every year one releases one, then next year the other does. 1 game= 2 years.

IeatNoobsFobFastPosted:

they just have to put the two best perks in the same tier and i personally think that would help blanace it all out

DaedricMcDaedricsonPosted:

skemdanny stopping power and jugg perk just creates unbalanced gameplay FACT

Not exactly, the expansion of 20+ killstreaks did that.
CoD4 and WaW were fine with juggernaut compared to 3 harriers, a pavelow, and an AC-130 laying waste to a small map. 3 5 7, UAV, Airstrike, Chopper, simple and perfect no true complaints.

yo2434Posted:

MagneticMonk360 Call of Duty will always be unbalanced, for whatever reason.

More and more people are getting tired of it now and you can tell by the amount of people that have moved onto other video games.

To make a good game, the completion time should be around nearly 2 years, all that time allows the devs to cram as much stuff in aslong as the players can use it in a simple and advanced manner.
fail.....they do take 2 yrs to develop.even though there is a new cod every year the game is developed for two years.hence treyarch and iw/sledghammer working on different games.this way a game is produced every year for more money but still take some time working on it.

MagneticMonk360Posted:

Call of Duty will always be unbalanced, for whatever reason.

More and more people are getting tired of it now and you can tell by the amount of people that have moved onto other video games.

To make a good game, the completion time should be around nearly 2 years, all that time allows the devs to cram as much stuff in aslong as the players can use it in a simple and advanced manner.