With MW1 & 2, there were camping spots and choke points with only 1-2 ways in / through. Since then, IW has been trying to overcompensate. In MW3, you had 2-3 ways to get in / through. With Ghost, we are looking at 3-4 ways. That's way too many for game "flow". Nothing makes you want to rage quit like killing someone only to have another person come take you down from any possible 2-3 directions behind you. And, trying to get a payback, good luck with that. There's no "safe" route back. So, it's not surprising moving / running around will often get you killed from the sides / behind. Now, I see so many "good" players just siting / laying down in a spot and waiting for someone to appear. It's funny IW tried so hard to discourage camping only made it worse. Plus, the game "flow" has pretty much disappear.
Quoted because I agree with it so much.
In MW3, it didn't feel like I had to 'restart' after any death - if that makes any sense. There is no flow in Ghosts for the most part (except for a couple maps).
Honestly however, I have not played either MW1 or MW2. BO1 had some great maps as well - more open than MW3 but not as crazy empty huge as Ghosts.
This game is a campers paradise.
Get a kill off, go to some other random hiding spot in the 15 corners available within 10 feet - repeat ad nauseum.
Its like every design decision was made to butt heads with one another.
Big maps? Can't see where team mates died most times (at too big of a distance or killed with that perk), no tactical insertion, UAVs are now ground based and blow chunks, ugh... and so much more.
And now its worse now than ever to have terrible teammates. Before I could pull their weight - make up for some bad scores - now any time I die I have to traverse so far that its near impossible for me to be "in the action" enough.
And thats what I wanted from Ghosts: action. Not traversing a level in hope of some action.