I think the weapon rarity system adds to progression, the loadout system just works far better because of it (btw I like the loadout system too).
AnimeGokuSolos
Fuck it!
Agreed l love the load out too and imo the classic style of COD is mid
I like being able to have my own weapons rather than a shitty pistol
ill_polarbear
It makes the mystery box completely irrelevant and skips progression
stephenkay123
I like it too!!! 🙂
fixgameew
How? People like myself hate loadouts as it adds in game progression from out of game stuff rather than in game stuff.
Salamantic
If they balanced it right sure. But in its current state in cw its an illusion of choice… 99% of players just equipped that haer shotgun thing and don’t swap it out all game because it can 1 shot forever.
Whereas with a starting pistol, variety is guaranteed depending on map layout
Benozkleenex
I just don’t like being able to start with any weapons makes mistery box and wall buy useless.
Sanford_Daebato
I like the theory of loadouts but their implementation renders the box and the PaP, by way of Rarities, effectively useless or less enviable by default.
Something I can’t believe I haven’t seen suggested was to keep loadouts and rarities, but simply nerf them. Loadout gun can’t go beyond grey/basic level, wall guns should not go above maybe blue/rare tier and the box should grant anything because _mystery_ is in the name.
Fantastic-Change-672
A huge part of zombies was working out what weapons you wanted and getting there when you needed it. The box spawning close to the start but often in 1 of 2 places also made you potentially change your map strategy on the fly.
crossman8
I like being able to start with the gun im camo grinding and then randomly use a second one from the box. Or if I finish a gun I can swap it for a new one as well.
4ScoreSlappy
It replaces in game progression with out of match progression.
TwistedTreelineScrub
You’re confused then. It adds cross game progression but severely diminishes in game progression.
Possible_Ground_9686
Idk, I’ll probably start with a pistol when learning the maps/playing casually but do a loadout for EE runs.
Mrheadshot0

UUUUGGGGGHHHHHH NOOOOOOOOOO😡😡😡
ThatCreativeEXE
In what way does starting with the gun of your choice add way more in-game progression? It objectively does the opposite lmao
IIIGuntherIII
At least in CW the loadout system defeated the purpose of trying to get other guns.
If I can choose to start with any gun why would I not start with the gun I want to use? This makes it so the only thing you have to strive for is the items you can’t start with. Namely being the wonder weapon and perks.
This system also alters the actual gameplay progression. In the early rounds you don’t have to worry about getting a new gun relatively quickly. You can ride on your starter weapon for ages, especially if it’s kitted up with attachments.
All this combines to an early game where decisions don’t really matter because you already made the decision before the game even started.
I will admit for things like camo grinding this helps a ton but they could of course compensate it with lower overall challenges given that you must acquire the weapon in game if they removed loadouts. Honestly it might make camo grinding more interesting as the game progressed. You might pick different maps or strategies depending on which map has certain wall buys for instance.
NegativeKarmaFarma5
I think if your starting gun was unupgradeable then it’d be perfect, you get all the benefits of both sides.
Atom_Disaster210
Its better for camo grinding
TheEMan1225

maddogmular
More progression does not equal better progression. If I give you $5 now and $5 later vs just giving you $10 that’s not twice the progression. Similarly if you get +5 damage now from the green gun and +5 damage later from the blue gun, that’s not better than just having separately balanced weapons, or consolidating the entire progression curve into one or two upgrades.
Weapon rarity makes the box irrelevant. As the rarity of weapons from the box scale by round, every weapon will be better than your current weapon. This removes the investment risk from rolling, which is the entire point of the box.
Scrap is a poorly designed currency. It essentially just accumulates throughout the match at a static rate. There’s no skill or strategy in acquiring more scrap (I know the challenges give scrap but they are terribly designed). The old point system rewarded players for playing resourcefully. Going for head shots, understanding which weapons are better for point farming, utilizing power ups like double points and insta-kill to farm a bunch of melee kills. Now its +90 or +115 for a kill, flat.
How can you argue weapon rarity and scrap are better for the game when it literally removes skill and strategy from the progression curve?
TheSaintRobbie
Are people really upset about this? Fucking use a pistol then, it’s a single/coop mode
DarkflowNZ
You tell em brother
(I haven’t played zombies since like black ops 3)
22 Comments
I think the weapon rarity system adds to progression, the loadout system just works far better because of it (btw I like the loadout system too).
Fuck it!
Agreed l love the load out too and imo the classic style of COD is mid
I like being able to have my own weapons rather than a shitty pistol
It makes the mystery box completely irrelevant and skips progression
I like it too!!! 🙂
How? People like myself hate loadouts as it adds in game progression from out of game stuff rather than in game stuff.
If they balanced it right sure. But in its current state in cw its an illusion of choice… 99% of players just equipped that haer shotgun thing and don’t swap it out all game because it can 1 shot forever.
Whereas with a starting pistol, variety is guaranteed depending on map layout
I just don’t like being able to start with any weapons makes mistery box and wall buy useless.
I like the theory of loadouts but their implementation renders the box and the PaP, by way of Rarities, effectively useless or less enviable by default.
Something I can’t believe I haven’t seen suggested was to keep loadouts and rarities, but simply nerf them. Loadout gun can’t go beyond grey/basic level, wall guns should not go above maybe blue/rare tier and the box should grant anything because _mystery_ is in the name.
A huge part of zombies was working out what weapons you wanted and getting there when you needed it. The box spawning close to the start but often in 1 of 2 places also made you potentially change your map strategy on the fly.
I like being able to start with the gun im camo grinding and then randomly use a second one from the box. Or if I finish a gun I can swap it for a new one as well.
It replaces in game progression with out of match progression.
You’re confused then. It adds cross game progression but severely diminishes in game progression.
Idk, I’ll probably start with a pistol when learning the maps/playing casually but do a loadout for EE runs.

UUUUGGGGGHHHHHH NOOOOOOOOOO😡😡😡
In what way does starting with the gun of your choice add way more in-game progression? It objectively does the opposite lmao
At least in CW the loadout system defeated the purpose of trying to get other guns.
If I can choose to start with any gun why would I not start with the gun I want to use? This makes it so the only thing you have to strive for is the items you can’t start with. Namely being the wonder weapon and perks.
This system also alters the actual gameplay progression. In the early rounds you don’t have to worry about getting a new gun relatively quickly. You can ride on your starter weapon for ages, especially if it’s kitted up with attachments.
All this combines to an early game where decisions don’t really matter because you already made the decision before the game even started.
I will admit for things like camo grinding this helps a ton but they could of course compensate it with lower overall challenges given that you must acquire the weapon in game if they removed loadouts. Honestly it might make camo grinding more interesting as the game progressed. You might pick different maps or strategies depending on which map has certain wall buys for instance.
I think if your starting gun was unupgradeable then it’d be perfect, you get all the benefits of both sides.
Its better for camo grinding

More progression does not equal better progression. If I give you $5 now and $5 later vs just giving you $10 that’s not twice the progression. Similarly if you get +5 damage now from the green gun and +5 damage later from the blue gun, that’s not better than just having separately balanced weapons, or consolidating the entire progression curve into one or two upgrades.
Weapon rarity makes the box irrelevant. As the rarity of weapons from the box scale by round, every weapon will be better than your current weapon. This removes the investment risk from rolling, which is the entire point of the box.
Scrap is a poorly designed currency. It essentially just accumulates throughout the match at a static rate. There’s no skill or strategy in acquiring more scrap (I know the challenges give scrap but they are terribly designed). The old point system rewarded players for playing resourcefully. Going for head shots, understanding which weapons are better for point farming, utilizing power ups like double points and insta-kill to farm a bunch of melee kills. Now its +90 or +115 for a kill, flat.
How can you argue weapon rarity and scrap are better for the game when it literally removes skill and strategy from the progression curve?
Are people really upset about this? Fucking use a pistol then, it’s a single/coop mode
You tell em brother
(I haven’t played zombies since like black ops 3)