Also I think keeping the cold blooded/stopping power tradeoff is necessary, I think all of 1% of the blops community uses anything but ghost.
Now if we wanted to overhaul MW's killstreak system I'd simply say don't copy Blops, a killstreak that actually kills people at 3 kills is simply wrong, lets keep intel in the 3 or less range.
I'd like to see more killstreaks that affect the way people approach the map, sentry guns are fantastic, easy to bypass, but useful in chokes, it'd be nice if they removed the drop crate to make them more viable. Napalm in blops works in similar fashion. Random killstreak crates are frustrating, either when you get something like ammo, or when your opponent gets a high end streak from one.
I have no problem with high end chopper style killstreaks, in blops and MW2 they all go down pretty quick under dedicated fire. There's also no real issue with building killstreaks off one another, it simply means the low end gets spammed less and the high end see's more play. I think simply creating categories of benefits are the most important, then causing tradeoff within those streaks.
At 3-4 lets see some intel, at 5-7 lets see area denial, at 8-9 lets see direct kills, at 10-11 lets see powerful intel, and at 12-13 lets see the high end powerhouses. It'd also be nice to see design space not retredded, I mean the harrier is 10x more useful than the attack helicopter, it doesn't move as much, but it can dodge the occasional stinger, has an airstrike component, and shoots down other killstreaks, and can be called in when other air support is still around.
As for objective based game modes, either re-write the streaks, cut them off after area denial, or turn them off completely.

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