Modern Warfare Mod 3 brings World in Conflict from the Cold War into the Modern Age. It also ups the ante on realism and authenticity in every role – Infantry, Armor, Support and Air, while trying our best to keep everything relatively balanced for fun and interesting gameplay.
I like the effort and the realism of the game and there attention to detail in the most part but it isn't perfect. a few bug here and there as well as crashes (witch can in the most cases screw up my computer). there FLINT system is good but in most cases game play can get really hard specially when trying to use helicopters (i like the altitude system but in most cases its more of a nuisance then it is helpful). vehicles and aircraft half to stop in order to fire guided missile and they have to be pointed at a target in order for the missile to land (makes since but makes it hard as well) in and it also depends on were your target is heading as appose to were the missile launched from witch in most cases the missile miss completely. why WIC Modern warfare is much more difficult then a war simulator I don't know. that's probably because it try's to be a realistic RTS war simulator (witch is a rare bread). But anyway Its a good mod, not perfect but its a good mod nonetheless.
Simply put: I love it. It not only updates the models and textures of the game to better reflect modern-era combat, but changes up many of the game mechanics involved using things like simulating FLINT missile systems and ballistics(Probably the most advanced case of which I've seen in an RTS). It breathes a lot of life into a great game with a dwindling community, and addresses many of the quirky balancing issues of the vanilla game such as helicopter death balls rolling heavy AA with impunity.
Add to that a more in-depth style of play for all roles of battle with things such as infantry-made fortifications, vehicle counter measures, and more robust flight controls for helicopters and their fire systems and you get a very well-rounded upgrade to the multiplayer of WiC. My only qualm is that while the differences in functionality between the Russians and the US are much more prominent and interesting, one side has a far steeper learning curve than the other and this can lead to awkward swings of balance in the way things like JTAC's on both sides are handled, as well as the air roles (The US air role is far more capable than the Russian counter part, for instance, while the Russian support is more complex to handle but can quickly amass Scud spam.).
Overall, the community is still in it's infancy, and the balance issues are more a consequence of players simply not understanding the mechanics fully just yet. In time, the full potential of the mod will become more apparent as more players get comfortable with both of the factions.