Armor Mode in MP

Post » Wed Nov 10, 2010 4:55 am

Well, after weighing the pros and the cons, I have to suggest something:

Armor mode... I think it should work the exact same way it does in single player. That is to say as a "shield". If you have energy, it will be drained and you will suffer no damage to health, wherever the shots are landing. Currently, it just lessens the power of incoming bullets. It is fine in theory. In actual gameplay things are totally different.

Who didn't get OHK'd when in armor mode by a single SCAR bullet to THE LEG? I did, several times, when not lagging. I had a full energy bar and was in armor. So seriously, WTF?

If it worked the way it does in campaign, armor would be indeed much more efficient than it currently is in MP, BUT it would be balanced since you'll have to save energy for it, and this way people could not use the classic technique: "I run around randomly while cloaked til I see someone passing by. Then i turn into armor and empty my clip. +100. Now let's find someone else". Yes I do understand that my idea sounds like "make armor OP plz", but I'm pretty sure it wouldn't be, since 1°) Everyone would have the same armor (thank you captain obvious) and 2°) It will require much more advanced management of energy, because currently it's more like "I hear bullet coming, let's switch to armor even if I have 10% of energy left". This works now, and wouldn't with what I suggest, since your shield would be down in half a second.

Finally, it would make games more fun since everyone won't be using cloak permanently as it is currently the case. (let's be honest, 80% of players use stealth 10 times more often than armor, me first).

Does anyone agree, or once again am I going to get beaten to death?
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J.P loves
 
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Post » Wed Nov 10, 2010 3:32 am

I agree with this, all too often im at full energy, switch to armour mode to be killed by a single shot. Other times its like I have maximum nanosuit on, its just so unreliable.
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Shae Munro
 
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Post » Tue Nov 09, 2010 9:27 pm

I'd personally like to see some combination of shield+bullet reduction. Say, if you trigger armor mode at 100 energy it'd block 95% of bullet damage but sap energy, and the lower your energy got the less mitigation you'd get against damage, making energy conservation essential but where it was still possible to kill someone who had low HP but high energy and just turned on armor.
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Taylor Tifany
 
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Post » Wed Nov 10, 2010 2:47 am

I agree with this, all too often im at full energy, switch to armour mode to be killed by a single shot. Other times its like I have maximum nanosuit on, its just so unreliable.

Finally, someone is playing the same game as me. I started to think I was the only one experiencing weird situations.

I'd personally like to see some combination of shield+bullet reduction. Say, if you trigger armor mode at 100 energy it'd block 95% of bullet damage but sap energy, and the lower your energy got the less mitigation you'd get against damage, making energy conservation essential but where it was still possible to kill someone who had low HP but high energy and just turned on armor.

Why not. I don't know. Both ways should be tested beforehand.
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Erich Lendermon
 
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Post » Tue Nov 09, 2010 6:02 pm

I thought why I died... :O
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Melung Chan
 
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Post » Wed Nov 10, 2010 3:59 am

Armor mode already gives you an EHP of 154 while active compared to 100 while inactive. 200 health would be way too much. If Armor mode absorbed all incoming damage to energy low damage weapons like the K-Volt and SCARAB would be absolutely worthless and even more outclassed than they are now by the SCAR and Feline.
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Marcus Jordan
 
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Post » Wed Nov 10, 2010 7:09 am

Isn't the K-Volt an EMP weapon, whereupon it drains suit energy and effectively nullifies Cloak and Armour respectively? If anything it would make the K-Volt more effective.

Anyway, I agree. Armour mode needs a major rework.
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Guy Pearce
 
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Post » Wed Nov 10, 2010 2:58 am

Armor mode already gives you an EHP of 154 while active compared to 100 while inactive. 200 health would be way too much. If Armor mode absorbed all incoming damage to energy low damage weapons like the K-Volt and SCARAB would be absolutely worthless and even more outclassed than they are now by the SCAR and Feline.

As Ziras said, K-Volt would be even stronger. Then I don't give a sh*t about figures, all I'm interested in is balance. Doesn't matter if figures seems too high or something, facts are there: Stealth is being overused and armor does its job one out of 4 times.

Then, remember that the Gauss, mini-Gauss, and K-Volt can drain energy VERY fast. PLUS the Mike doesn't even bother about armor: It damages your health directly. I'm pretty sure it would help A LOT to balance the game. But of course, that's just my opinion.
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Jack Moves
 
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Post » Tue Nov 09, 2010 11:18 pm

Then I don't give a sh*t about figures, all I'm interested in is balance. Doesn't matter if figures seems too high or something, facts are there: Stealth is being overused and armor does its job one out of 4 times.

Do you know how idiotic this quote is?

You dont care about figures and then say you only want balance. Numbers are what balance this game. If the SCAR dealt 80-70 damage wouldnt it matter because its just a figure? You are an idiot.

And no, the K-Volt wouldnt be stronger. With Armor absorbing 100% damage it would take the K-Volt 5 shots to drain all energy and then a further 6 to kill somebody, thats 11 shots to kill somebody with a weapon that has 850RPM. It would make it kill even slower than it does now and make the gap between it and weapons like the Feline and SCAR even greater.
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Marlo Stanfield
 
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Post » Tue Nov 09, 2010 7:35 pm

Then I don't give a sh*t about figures, all I'm interested in is balance. Doesn't matter if figures seems too high or something, facts are there: Stealth is being overused and armor does its job one out of 4 times.

Do you know how idiotic this quote is?

You dont care about figures and then say you only want balance. Numbers are what balance this game. If the SCAR dealt 80-70 damage wouldnt it matter because its just a figure? You are an idiot.

And no, the K-Volt wouldnt be stronger. With Armor absorbing 100% damage it would take the K-Volt 5 shots to drain all energy and then a further 6 to kill somebody, thats 11 shots to kill somebody with a weapon that has 850RPM. It would make it kill even slower than it does now and make the gap between it and weapons like the Feline and SCAR even greater.

Learn how to read. I know games are maths. I don't care if figures SEEM too high for you. The fact is armor doesn't work well and that's all. What's more, you're wrong since it will take much less bullets from the K-Volt to take down armor than the scar, because wich each shot it will DO BASIC DAMAGE + ENERGY DRAIN, while the SCAR will just do it's basic damages. That is to say armor will, on the contrary, provide much better protection to classic firearms such as the scar, feline and scara, BUT will be more vulnerable to energy weapons.
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daniel royle
 
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Post » Tue Nov 09, 2010 11:39 pm

Wait, people think stealth is overused but armor is weak? This is the exact opposite of my findings playing multiplayer. Stealth is incredibly easy to see, hear, and has a hardcounter in nanovision. Armor is fine, if anything, tweak stealth.
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Erika Ellsworth
 
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Post » Tue Nov 09, 2010 6:18 pm

Wait, people think stealth is overused but armor is weak? This is the exact opposite of my findings playing multiplayer. Stealth is incredibly easy to see, hear, and has a hardcounter in nanovision. Armor is fine, if anything, tweak stealth.

We are definitely not playing the same game. As a French I play on an european server (80% of players I encounter are French) and here cloak is WAY OVERUSED, and people just run around cloaking all the time and rapidly switch to armor when they shoot at someone and then cloak again. 90% of the time, they are cloaking or waiting for energy regen.
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Laura
 
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Post » Wed Nov 10, 2010 4:02 am

i don't know about numbers but see to me than scar is completly wrong, i don't know if players mods the client data but it's not possible than some one kill you with just a fast click with scar in armor mode firing at your legs.
If i play with it i don't get the same result also if i use feline or other all kill me, and it's not coz i'm terrible player but maybe most of players here mods somthing.
This is what i think, if i'm wrong and noone mods the wepons data, armor is useless, i also been killed by pistol with 2 shot on body in armor mode.
In anycase scar need a nerf coz it's more usefull also on long distance than a sniper rifle, ridiculus.
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Tom
 
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Post » Tue Nov 09, 2010 6:59 pm

Then I don't give a sh*t about figures, all I'm interested in is balance. Doesn't matter if figures seems too high or something, facts are there: Stealth is being overused and armor does its job one out of 4 times.

Do you know how idiotic this quote is?

You dont care about figures and then say you only want balance. Numbers are what balance this game. If the SCAR dealt 80-70 damage wouldnt it matter because its just a figure? You are an idiot.

And no, the K-Volt wouldnt be stronger. With Armor absorbing 100% damage it would take the K-Volt 5 shots to drain all energy and then a further 6 to kill somebody, thats 11 shots to kill somebody with a weapon that has 850RPM. It would make it kill even slower than it does now and make the gap between it and weapons like the Feline and SCAR even greater.

Learn how to read. I know games are maths. I don't care if figures SEEM too high for you. The fact is armor doesn't work well and that's all. What's more, you're wrong since it will take much less bullets from the K-Volt to take down armor than the scar, because wich each shot it will DO BASIC DAMAGE + ENERGY DRAIN, while the SCAR will just do it's basic damages. That is to say armor will, on the contrary, provide much better protection to classic firearms such as the scar, feline and scara, BUT will be more vulnerable to energy weapons.

Until you realize your opinions arnt facts you dont even have an argument to begin with.

EDIT incoming to prove that you are wrong about the SCAR and K-Volt.

SCAR damage, 30-25, 700RPM
K-Volt damage, 17-12, 850RPM -20 energy per shot

SCAR needs 4 shots to drain all energy with 100% absorption and 4 shots to deplete all health regardless of range.
K-Volt needs 4 shots to drain all energy with 100% absorption and 6 shots to deplete all health within max damage range.
K-Volt needs 5 shots to drain all energy with 100% absorption and 9 shots to deplete all health when in min damage range.

Now here is where you come in.. which of these has the smallest value?

4+4=?
4+6=?
5+9=?

If you want to talk about balance learn how it works first. The above values are also assuming the player is on 100% energy to begin with, which isnt usually the case. With less energy the balance tips even further in favor of the SCAR.
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Kelly James
 
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Post » Wed Nov 10, 2010 8:18 am

You are getting beat to death.
Yes even with armor mode we die fast. It's not armor mode the problem, it's the damage input being skyhigh.
Bad idea about armor working like in SP. Nano recharge anyone? You get the idea.
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meghan lock
 
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Post » Wed Nov 10, 2010 10:07 am

Armor mode already gives you an EHP of 154 while active compared to 100 while inactive. 200 health would be way too much. If Armor mode absorbed all incoming damage to energy low damage weapons like the K-Volt and SCARAB would be absolutely worthless and even more outclassed than they are now by the SCAR and Feline.
SCARAB worse then Feline?
You sure? The Feline is WAY worse than the SCARAB in the game I'm playing. SCARAB can beat the SCAR in a head to head gunfight with it's predictable recoil and high RoF.

Anyway, the armour can't be used as a complete energy shield in-game because it would make energy transfer a mandatory perk to remain competitive. You could simply run around in armour racking up kills and never hitting zero energy.
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Emily Shackleton
 
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Post » Wed Nov 10, 2010 8:16 am

Armor mode already gives you an EHP of 154 while active compared to 100 while inactive. 200 health would be way too much. If Armor mode absorbed all incoming damage to energy low damage weapons like the K-Volt and SCARAB would be absolutely worthless and even more outclassed than they are now by the SCAR and Feline.
SCARAB worse then Feline?
You sure? The Feline is WAY worse than the SCARAB in the game I'm playing. SCARAB can beat the SCAR in a head to head gunfight with it's predictable recoil and high RoF.

Anyway, the armour can't be used as a complete energy shield in-game because it would make energy transfer a mandatory perk to remain competitive. You could simply run around in armour racking up kills and never hitting zero energy.

I meant the K-Volt to the Feline and the SCARAB to the SCAR, I should have worded it better. Also that is a good point, Energy Transfer would make 100% Armor absorption completely broken. Maximum Nanosuit would also be god mode.
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carly mcdonough
 
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Post » Wed Nov 10, 2010 2:12 am

*Huge wall of text*

OH THANK YOU CAPTAIN OBVIOUS. So, you're telling me that you never miss a single shot? Let me tell you something. If you do not use a sniper rifle in close combat, that's because when you miss you shot (who can potentially allow you to insta-kill your opponent) you will do 0 DPS, whereas your enemy will probably tear you into pieces with 15 bullets from its feline. You could have killed him in the glimpse of an eye, whereas he needs 1, or maybe 1/5 seconds to kill you. But 9 times out of 10 you'll get owned.

DPS works fine for MMOs and STR, regarding FPS it's whole different story, because you have to consider aiming, spreading, maneuverability, ADS or not, and damage localization. DPS is NOT the most important figure. It is a good hint, but nothing more. Your math could be true if two people are shooting at each other 20-25 meters away. at 5 meters things would be different, because of RPM and spreading in favor of the K-Volt. You cannot say "your idea is rubbish because 1+1=3". I agree these things are important, but 35% health bonus given by the current armor may seem high. It actually doesn't really matter. I used to play the way crysis is meant to, but after many games, I found out that PRECISELY, the way things are right now, DPS is the most important thing, because in a one on one situation, I won way more often by straffin than using armor (that prevents you from doing so). That should not be the case. It's crysis, not UT3.

EDIT: someone suggested a %age of absorption proportional to the amount of energy: the lower it is, the less armor absorbs. I think it's a good solution to avoid energy transfer and maximum nanosuit to be OP (anyway, nanosuit IS OP, and it is meant to as you have to collect 7 dogtags and it doesn't last forever. I never die even with the current system when in maxinano).

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Marlo Stanfield
 
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Post » Tue Nov 09, 2010 11:46 pm

I calculated all values with zero player error across the board for a fair comparison. Your entire post is void and your ideas are terrible.

Energy Transfer alone would make 100% absorption completely broken.
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Theodore Walling
 
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Post » Wed Nov 10, 2010 12:25 am

I calculated all values with zero player error across the board for a fair comparison. Your entire post is void and your ideas are terrible.

Energy Transfer alone would make 100% absorption completely broken.

It's no use talking with you. Fine, you gave us your opinion, now you can go away.

PS: From me to you, you would be right if we all used aimbots. that's not the case, and consequently, I'm 100% right telling you that DPS is not the absolute truth. But you are the kind of person that do not accept being wrong on anything, so I can argue forever, you'll still find some shabby pretext to say "I'm right you're wrong". I'm ok with that, let's say I'm wrong. Then, he game is perfect the way it is, no need to change anything. No weapon balance, no buff for armor, and so on. Well, if you want to play THIS crysis 2, that's not the case of anyone. If my ideas are rubbish, then please find other solution, Dr.Truth.
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jessica Villacis
 
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Post » Tue Nov 09, 2010 7:18 pm

Any valid points you have given have been refuted. If you cant even understand why 100% Armor absorption would break gameplay you need to understand mechanics and the games content more.

You can calculate it all with 25% miss for both guns, 50% miss, 75% miss and so on and you know what? The conclusion is always the same. You would know that if you had an IQ higher than a yoghurt. If you want to prove me wrong then use facts. By the way, facts are not your opinion especially in the face of game coding.

Havnt you even stopped to think why it is that you cant even give a counter argument and why you simply avoid most points given. You have even already admitted before that 100% absorption with Energy Transfer would be overpowered so why are you still trying to push this terrible change?
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Mark Hepworth
 
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Post » Wed Nov 10, 2010 12:34 am

Any valid points you have given have been refuted. If you cant even understand why 100% Armor absorption would break gameplay you need to understand mechanics and the games content more.

You can calculate it all with 25% miss for both guns, 50% miss, 75% miss and so on and you know what? The conclusion is always the same. You would know that if you had an IQ higher than a yoghurt.

Havnt you even stopped to think why it is that you cant even give a counter argument and why you simple avoid most points given, especially regarding Energy Transfer.

Apparently you didn't get my edit. I can understand 100% is too high, but look at my previous posts please before talking again for nothing. I think we both agree that armor need a SLIGHT buff to make it more interesting. You CANNOT tell me that stealth is not being overused. And Same problem with power: If taking a single hit did not prevent you from moving fast, we could see a much more dynamic gameplay and duels would become way more fun, tactical, and interesting, as both three modes would be as powerful. Currently everyone just runs around and uncloaks, switches to armor just the time to empty a clip, and do that again and again... It's getting annoying, and Crysis 2 can offer many other possibilities, just look at how the maps are designed for vertical gameplay!

Your arguments are valid, but you should not think you are the only one capable of talking about balance. I may not know by heart all the stats, but still I have a Huge experience in MP and as a good player I can say what needs a buff and what doesn't. Armor needs a slight one so as power. Regarding weapon balance, it's another deal, and off-topic.
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Ricky Meehan
 
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Post » Wed Nov 10, 2010 7:22 am

Can you both just shake hands give yourselves a free hug and all? Jeesh guys any post I go when both of you are in the same thread you go in an argument xD

I predict in another life that you will both meet and fall in love :P

Back to topic Nano Recharge and Energy Transfer would be the only modules with 100% damage going to armor mode imo.
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ZzZz
 
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Post » Tue Nov 09, 2010 10:31 pm

Can you both just shake hands give yourselves a free hug and all? Jeesh guys any post I go when both of you are in the same thread you go in an argument xD

I predict in another life that you will both meet and fall in love :P

Back to topic Nano Recharge and Energy Transfer would be the only modules with 100% damage going to armor mode imo.

I don't even read nicknames when I answer someone, most of the time. I may have answered hedgehog somewhere else without even noticing. I look at posts, not names.
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Natalie J Webster
 
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Post » Tue Nov 09, 2010 10:29 pm

The cloak-uncloak-shoot gameplay is what makes Crysis2.. well, Crysis2. It's not that this is the only tactic that works, it's just the easiest tactic to use before you have modules available such as mobility enhance - therefore everyone does it to start, and will continue to use it as long as it's good for them.

Armour is fine as it is, the only problem is that you're lit up like a Christmas tree while using it, so you end up taking more damage than normal. I'm fine with that, and don't use cloak nearly as much as I used to; but that's just me, some guys prefer to moan on the internet.
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Emilie Joseph
 
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