Assault Mode Fix List

Post » Fri Jun 03, 2011 1:51 am

OP Update 28 May 2011

Over two months and FIVE patches later and the same issues prevail on Assault Mode and continue to seperate Fans from the game unaddressed. I've edited this topic post to only reflect the two CRITICAL deal breaking issues that have been the root cause of most Assault Mode Fans from giving up on the game or not renewing their lease on an Assault Mode server:

· Fix Broken Spawns (other modes got fixed spawns why not Assault?)
· Lock Detachable HMGs (grossly exploitable; at least offer server-side lock)

In over forty threads; Fans of Assault Mode have consistently agree on, and have asked for only four issues to be addressed, issues that have been fixed in virtually every other game mode, these two have contributed the most to the exodus of Assault Mod Fans from Crysis 2, and attrition of Assault Mode servers.

Assault Fans lease over twenty servers; down from over sixty a week ago, and one-hundred and fifty just over a month ago, and while Assault Fans are a minority, we're paying Customers that compose a significant portion of the Crysis 2 Audience.

These are not demanding fixes Assault Fans have asked for, both have been applied to other game modes, and any capable Mod Talent could easily do it all in under an hour... What about it EA\Crytek?

=O/

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Milad Hajipour
 
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Post » Thu Jun 02, 2011 10:53 pm

Yeah this game mode is good and i like it much. But it's annoying when you die at the beginning of a round and waiting for next respawn.
How about 2 life's or have some chance to recover or to be recovered after first hit.

Your thoughts

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Dragonz Dancer
 
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Post » Fri Jun 03, 2011 5:24 am

Don't know if its intended as such but the laser sights on the rifles of the non nano guys are a real giveaway to their position. If i play carefully I can take out 2-3 guys in quick sucession leaving me free to upload data wheras when im on the other side i find myself half butting up agianst door frames and walls to give me a field of view but block the giveaway 'here i am' beacon that is the laser sight.

In essence (unless it is an intended part of the mode) an option to chose not to have the laser sight and just use iron sights, with th reduction is hip accuracy that brings would be nice. The HMG is a bit of an issue on maps like wall street but on statue/extraction where you have to lug it across half the map as the one closest to the terminals is well defended its not so out of balance.
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Sun of Sammy
 
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Post » Thu Jun 02, 2011 9:57 pm

Yeah this game mode is good and i like it much. But it's annoying when you die at the beginning of a round and waiting for next respawn.
How about 2 life's or have some chance to recover or to be recovered after first hit.

Your thoughts
Well my impression is that Assault Mode is intended to appeal to the audience it does because it offers only 'one-life', making game-play more tactically sophisticated, cautious, and far less spammy then the other game modes. Rounds are very short, so, even if you die early on your not out of the loop that long.

That said I do agree that the spawns points in the game are still very messed up (as I acknowledge in the topic post), and not only have the negative effects were a single Player can spawn surrounded by the opposing team and is out of the game the instant he spawns, but also has a negative effect on game balance.

That issue aside Assault Mode is quite fairly balanced and doubling respawns would in my experience defiantly have an more negative impact on balance then the spawn issue, unless say Crytek are unable to fix the spawn issue and/or offer a fix along the lines I suggest, in that case a respawn if you were killed in say under three seconds of your initial game spawn would be a fair way to do it.

Don't know if its intended as such but the laser sights on the rifles of the non nano guys are a real giveaway to their position. If i play carefully I can take out 2-3 guys in quick sucession leaving me free to upload data wheras when im on the other side i find myself half butting up agianst door frames and walls to give me a field of view but block the giveaway 'here i am' beacon that is the laser sight.

In essence (unless it is an intended part of the mode) an option to chose not to have the laser sight and just use iron sights, with th reduction is hip accuracy that brings would be nice. The HMG is a bit of an issue on maps like wall street but on statue/extraction where you have to lug it across half the map as the one closest to the terminals is well defended its not so out of balance.
Yes I agree, as the Marine team does seem to be at a statistical disadvantage and to consistently under-perform, but some of that may be down to poor weapon handling (read below). I am under the impression lasers 'always on' was done deliberately, to balance the game, as in my Dev experience reducing the number of variables in a game and adjusting those is the only way to get truly fine balance -- and that looks to be the direction Crytek has gone with most of the features in Assault Mode.

I have found though that if you keep your laser pointed at the ground at some intermediate distance in front of you, you're far less likely to disclose your position early when moving, and finding objects to point to, like corners as you suggest or model statics, you can do a good job of keeping the pointer obscured. The laser pointer can also be a powerful tool/weapon that you can use to distract and heard Cell Team members, and it gives you an instant and more accurate center of aim then they have with their pistols (though I think unaimed weapon accuracy mitigates this a bit too much to make up the imbalance).

That said it would be interesting to see what having a server side option to turn the laser on/off would do for game-play balance, and throwing a few mirrors or reflective surfaces on maps that actually worked with the lasers could make for some fun and complicated distraction tactics.

The upside of all these issues is the balanced number of rounds at four, lets either team make up for the deficits in the Marine team in points, but more attention to Assault Mode's balance would make it even more appealing!

=O)

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xx_Jess_xx
 
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Post » Thu Jun 02, 2011 6:46 pm

Fix this too:

standing next to a terminal and uploading neeeds to be fixed. The sound effect of uploading gives me and plenty more pople a headache. Please add a new sound or significantly lower the default one. thanks.

Oh, and Please add my assault server to your Favorites. Its called ASSAULT LOVERS Ranked 24/7
64.120.28.170:64000

-kRoOkEd
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Aaron Clark
 
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Post » Fri Jun 03, 2011 5:45 am

Other than that uploading sound and the map should be best of 7 rounds, the game mode is pure awesome.
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sally R
 
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Post » Thu Jun 02, 2011 11:07 pm

Other than that uploading sound and the map should be best of 7 rounds, the game mode is pure awesome.
While I think just about everyone would like to see an option for more rounds per map, an odd number is a bad idea; take a look at your own server statistics and you'll see the Cell Team wins far more then Marines, indicating there are still some balance issues between teams. If the round max is stuck at an odd number in this asymmetrical game mode, one team is going to play an extra round as Marines, and get the points shaft.

Glad to see another Assault Mode Only server for Fans of the game mode! While I don't have actual statistics I've seen then number of available Assault Mode Servers double in just over a week, which looks like Assault Mode sort of the Crysis 2 sleeper that's just being discovered for all the coolness it offers!

=O)
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Lawrence Armijo
 
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Post » Fri Jun 03, 2011 1:26 am

The most annoying thing is that there are SO FEW servers playing assault mode with no password protection/not empty/not full, despite it being such a good game mode.
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Claire Lynham
 
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Post » Thu Jun 02, 2011 9:36 pm

I like this game mode - there needs be more XP or getting kills however! Maby 300 xp for killing?

Anyhow...
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Rach B
 
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Post » Thu Jun 02, 2011 9:30 pm

No Detachable Mounted Weapons

There are just too many ways to exploit the devastating power of these weapons in a Nano Suit when you're armored or stealthed in this game mode that break the balance of the game and round. Lock the Mounted Weapons for the Cell team the way they are for the Marines...

What?! So, why defending team see the attacking in cloak? Coz' of this stupid triangles near your head!!! If you don't want detachable mounted weapons, so the triangles must be turned off too! How you can see me in cloak?! No way! So detachable mounted weapons are equal to these stupid triangles near your head.
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luis dejesus
 
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Post » Fri Jun 03, 2011 2:43 am

No Detachable Mounted Weapons

There are just too many ways to exploit the devastating power of these weapons in a Nano Suit when you're armored or stealthed in this game mode that break the balance of the game and round. Lock the Mounted Weapons for the Cell team the way they are for the Marines...

What?! So, why defending team see the attacking in cloak? Coz' of this stupid triangles near your head!!! If you don't want detachable mounted weapons, so the triangles must be turned off too! How you can see me in cloak?! No way! So detachable mounted weapons are equal to these stupid triangles near your head.

YOUR SENTENCE MAKES NO SENSE - anyhow...

detachable MG's are way overpowerd! they should probably just remove them altogether
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m Gardner
 
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Post » Fri Jun 03, 2011 6:28 am

No Detachable Mounted Weapons

There are just too many ways to exploit the devastating power of these weapons in a Nano Suit when you're armored or stealthed in this game mode that break the balance of the game and round. Lock the Mounted Weapons for the Cell team the way they are for the Marines...

What?! So, why defending team see the attacking in cloak? Coz' of this stupid triangles near your head!!! If you don't want detachable mounted weapons, so the triangles must be turned off too! How you can see me in cloak?! No way! So detachable mounted weapons are equal to these stupid triangles near your head.

YOUR SENTENCE MAKES NO SENSE - anyhow...

detachable MG's are way overpowerd! they should probably just remove them altogether

haha, i've no idea what he means by 'triangles' either, once you get used to it cloak isnt that hard to spot at close range the trick is managing to shoot him before he reacts and decloaks.

Although i've had a couple of decent rampages with a detachable HMG it does feel pretty cheap/nooby so it might be better jsut to get rid of it.
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Roberta Obrien
 
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Post » Thu Jun 02, 2011 5:39 pm

Well I don't think mounted weapons need to be gotten rid of; some are in good positions for spawn protection on some maps, but I do think they should be locked in their mounts i.e. not detachable...

=O)
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Mrs shelly Sugarplum
 
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Post » Fri Jun 03, 2011 7:29 am

hmmm i guess...
but spawn are so bad in that game anyhow - like todayo n Sanctuary - whole defenders team was spawned on the attacking -i was pretty supprised spawn system cant differenciate between friend and foe
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Dezzeh
 
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Post » Thu Jun 02, 2011 11:33 pm

Hence my second suggestion in the topic post:

Marines Spawn Together: As A Squad

Many complain about the issues of the spawn system in Crysis 2 and in this one life game mode spawn balance is critical to fairness and fun for the duration of the round. A solo Marine is at a substantial disadvantage confronted with even one Cell operator of similar skill, and confronted by more there's no contest.

I think the Cell Team already is already supposed to be spawning together for the most part, but that it's somewhat broken; in either case I both teams should spawn as a unit, and the Marines very close to each other...

=O/
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StunnaLiike FiiFii
 
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Post » Thu Jun 02, 2011 8:24 pm

haha, i've no idea what he means by 'triangles' either, once you get used to it cloak isnt that hard to spot at close range the trick is managing to shoot him before he reacts and decloaks.
It's not hard to spot at close range, but not through the wall or from high range! And triangles give you that way. I remember how all of players were shocked when did not see triangles on our server, but there were friendly fire. which crysis 2 has not, so I don't see any point in them.
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Ashley Clifft
 
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Post » Thu Jun 02, 2011 11:36 pm

I agree with your points besides Assault being a 'deep skill' mode. Attackers basically run around in Cloak trying to melee the defenders and the attackers run around waiting for it to happen.

It should be renamed to melee vs no cloak.
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zoe
 
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Post » Fri Jun 03, 2011 2:22 am

I agree with your points besides Assault being a 'deep skill' mode. Attackers basically run around in Cloak trying to melee the defenders and the attackers run around waiting for it to happen

Sure, that's what low skill Players do. =O) I'll grant you that Assault Mode does not require the depth of skill as say some of the earlier Splinter Cell games and play modes required, where you couldn't rely so heavily on equipment and it's virtually all individual skills in stealth, tactical maneuver and fire.

However, as Crysis 2 game modes go; Assault is as deep as it gets, and requires substantially more skill, teamwork and craft then the other game modes where equipment prevails, and all that's missing from that disappointing equation is fire-and-forget weapons...

=O/
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CArlos BArrera
 
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Post » Fri Jun 03, 2011 6:17 am

Sheesh, looks like the squeeky wheel is going to get the oil, and the two very easy to fix issues that keep Assault Mode from being more appealing (screwed up spawns, and HMG exploiting) are not going to be given any attention in the forthcoming patch?

Is there any hope for Fans of Assault Mode, or do we just grit our teeth, plow on with the one play-mode we like on only four playable maps, and svck it up as far as the issues are conerned?

=O(
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Jeff Turner
 
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Post » Fri Jun 03, 2011 4:34 am

I agree with your points besides Assault being a 'deep skill' mode. Attackers basically run around in Cloak trying to melee the defenders and the attackers run around waiting for it to happen

Sure, that's what low skill Players do. =O) I'll grant you that Assault Mode does not require the depth of skill as say some of the earlier Splinter Cell games and play modes required, where you couldn't rely so heavily on equipment and it's virtually all individual skills in stealth, tactical maneuver and fire.

However, as Crysis 2 game modes go; Assault is as deep as it gets, and requires substantially more skill, teamwork and craft then the other game modes where equipment prevails, and all that's missing from that disappointing equation is fire-and-forget weapons...

=O/

What do you think high skill players do in Assault?
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DAVId Bryant
 
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Post » Thu Jun 02, 2011 10:47 pm

What do you think high skill players do in Assault?
Pardon me if I'm mistaken, but the grammar in this and your other post appear rhetorical, sarcastic, and assumptive. In the event you're not just being disingenuous and petty; I will offer an answer. First of all, a skilled Player does not in your words 'wait around' for anything to happen; skill presupposes a goal or aim for one's skills, most skilled Players that I know that play Assault Mode, play to win as their goal, so the goals of the game moderate their own, and playing to win presupposes preemtive tactics and action -- not waiting...

In Assault Mode the defenders (Marines) goal is obviously not to merely 'wait around to be melee attacked', but to prevent the nodes from being attacked by any means that works, and a skilled Player will always perfer the most effective means. To do this requires first and foremost not dieing, and as the attackers (Cell) have significant advantage of stealth, speed, maneuverability, and powerful melee attack the defenders best means to staying alive and defending is to move together in close order defensive squads, or minimally use pair tactics of cover and maneuver.

The Cell team confronted by highly skilled team of Marine defenders that move together and cover each other effectively have to focus on the objective of attacking nodes, as wasting time trying to score whore by killing will significantly wear down their opportunity to win the round (round time limit). The premise that the Cell can prevail through attrition killing, and then collect on the nodes virtually always fails in matched skilled team play where the defenders are working together... So, the Cell attackers have several opportunistic approaches to results oriented attack that can consistently prevail which include: coordinated attack and cover, coordinated distributed attack, and force attacks integrating coordinated stealth and maneuver.

Skilled Players leveraging results oriented, coordinated maneuver tactics will virtually always prevail over a team of lesser skill, or a team that's playing as individuals to score whore, death matching, or aimlessly trying to attack or defend as an individuals i.e. merely 'running around' aimlessly trying to avoid something...

=O|
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Jordyn Youngman
 
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Post » Thu Jun 02, 2011 10:49 pm

Hoak you should note that Marines and Cell take turns defending and attacking.
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Brandi Norton
 
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Post » Fri Jun 03, 2011 6:15 am

How is that germane to answering Hedgehog8's question? Or, are you remarking about something earlier in the thread like the round limit discussion?

=O/
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bonita mathews
 
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Post » Thu Jun 02, 2011 9:37 pm

All i would change in the Assault mode is its respawn time.
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Evaa
 
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Post » Fri Jun 03, 2011 7:51 am

i don't understand what you guys mean when you say CELL has won more games or that Marines spawn is wrong, they take turns so CELL just has better players and they both have spawns mixed up. So plz refer to them as attackers and defenders, because both of them defend and attack.

Fix spawn, HMG and maybe longer rounds

I love that sometimes you get a weapon if you stealth kill someone, but sometimes you don't so is getting a weapon a bug or not getting? Getting a weapon is a nice reward.

All i would change in the Assault mode is its respawn time.

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Breanna Van Dijk
 
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