Its a mixture of both. Because of really different and specific systems of damage (material, distance, weapons class, silencer effects), they probably got bit in the as5 quite a bit before they came up with a simple solution of negating the effects of 2 binded perks. Negative neutralises positive, if you will. Really nothing wrong with the system.
For what its worth, its cool that this isnt an RPG type of system. When we look at the standard RPGs, the perks go from "weak" to "powerful". In COD4, almost every last one of them is useful. Which is awesome, as it doesnt create a situation where everyone is running with the same perks.
"You win some, but you lose some". I love this perk system, its absolutely magnificent, and well balanced out too.
Im like you, I prepare for the worst, however IW isnt DICE, COD4 multiplayer is by far the best pulled out one in years. One has to admit, those folks did their balance work damn well.
For what its worth, its cool that this isnt an RPG type of system. When we look at the standard RPGs, the perks go from "weak" to "powerful". In COD4, almost every last one of them is useful. Which is awesome, as it doesnt create a situation where everyone is running with the same perks.
"You win some, but you lose some". I love this perk system, its absolutely magnificent, and well balanced out too.
I hope that design doesn't come back to bite them in the behind when they need to add or modify stuff, because hard coding is the way of the devil.
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