Avoid what? A fucking bomb from a corpse? The only way to avoid it would be to steer clear of a recent frag, interrupting your tactical movements about a deathmatch (or whathaveyou) and for what? The strategic implications are annoying at best. Games aren't decided from 'failsafe' measures and should not be.
I waltz around the range of the blast from the stupid Perk and go about my business. Except it's not a uniform Perk, so people will steer clear of 'dying corpse' just in case they get fragged by a bomb that the killed player did not have to activate in any way. In Gears you have to have a grenade in hand at the time of death, and then activate the move for a last ditch well deserved frag (and I can't even believe I'm citing Gears for this one).
In Halo you merely throw a grenade at your feet when death is pretty much expected, still a move at your control. This carries over to just about any other shooter. Pfft, even CoD4!
So why then is there some static mechanic that leaves the player totally void of responsibility pending death? Why should the game designers be so kind as to include a bothersome mechanic like this? It is gay and counter-intuitive to CoD's [apparently] tactic heavy nature - which, BTW, the game consistently contradicts with various features that spit on the idea of balance.
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