CHANGES NEEDED for better skillful and competitive gameplay.

Post » Fri Feb 22, 2013 6:35 am

First of all, I will say I enjoy crysis 3, and I think it is most fun i've had with an fps in along time. But, I find a few things about multiplayer a bit annoying and have an negative affect on overall balance and gameplay. Some of these could be just wishful thinking, but I think it would greatly impact multiplayer as a whole, and in a very positive way. I know this is just my own thoughts, suggestions, and opinions, and many won't agree or seriously argue, but I don't care. it is all about our own personal experiences, feedback and input that helps a game live up to its full potential.


1. ADS/Zoom sensitivity needs to be 1:1 ratio across the board, including alien sniper! andhave an in the menu to adjust both ads and zoom/scope sensitivities they way you want. (yes I know this has been in discussion many times before, and crytek plan on implementing something to fix the problem. Just needed to list it.)

2. Overall Movement is very sluggish, and feels like you are moving around in mud when you try to strafe while shooting and aiming down sights.

Close encounter fights really end up just people squaring off and seeing who can pump more bullets in who first, barely any real dodging or skillful movement to avoid damage. I find myself sometimes just standing still to try to keep on target instead of moving around, because moving really doesn't do a whole lot, besides jump, but then if you jump your accuracy goes out the window. There really needs to be a more fluid freedom of movement without any slowing down, except crouching. Crytek needs to or should speed up the strafing, backing up/moving forward while shooting and aiming down sights to allow better dodging and overall competitive skillful gameplay. Strafing is very important when trying to achieve a fast paced competitive shooter (ex: quake, unreal tournament). This is huge problem when trying to balance weapons also, as sub machine guns and shotguns will have a huge advantage over any assault rifles, semi-auto rifles, or snipers at close/mid range,even sometimes longer range... It really comes down who can fire more shots off because of such slow movement, and really no dodging. Speeding up the side to side, front/back movement while shooting and aiming down sights will help balance these weapons out a bit more, and give those skillful rifle users a better chance at close/med range.

3. Remove any bullet damage slowdowns, if there is currently one, though I cannot really tell with such slow strafing/movement while shooting. This is just bad, save that for the bad modern shooters, this is scifi! and we are supposed to be super human with a nanosui!

4. Weapon Damage/Balancing. Huge problem. Some weapons just don't do the damage they should be doing, especially when sacrificing fully automatic gunfire for semi/burst. Right now, submachine guns are the most powerful and effective to use for a number of reasons. Accuracy, low recoil, and fully automatic, and do as much damage as assault rifles. Semi-Auto/Burst Assault Rifles and Sniper Rifles just don't do enough damage to counter the millions of bullets flying at them... Even auto assault rifles don't do enough damage. The damage for submachine guns should stay the same, but the assault/sniper rifles needs to be increase alot, and have some real stopping power.

-Machine Gun - Damage stays the same.

-Shotgun - Stays the same.

-Sniper rifle, it should only take one shot regardless of armor and where it hits, this is just a giving. Especially Gausse Rifle! It should not take two shots to drop someone without hitting inthe head.

-Assault Rifles, while having a slower firing rate, they should kill a target in 3-6 bullets. 1 bullet to the head.

-Assault Rifle, Semi Auto and Burst - Should take 2-3 bullets to drop target, 1 bullet to the head. This will help make up for sacrificing full auto to accuracy and damage. Also, more skillful players might actually use them over submacine guns. This will allow them to be very effective at all ranges, but require skill and good aim, and not jjust spray n pray. I personally try to use assault rifles, even semi/burst, but I find it very frustrating when I have to empty a clip on someone at a very slow rate. Right now, it just makes no sense to use them... unless you want to be at an noticeable disadvantage, and a lower kill/death ratio.

5. Air stomp - Although very cool, it is very slow recrovering from it. Too much of a sacrifice for a kill. If you speed up the recovery from it, so we can get back to moving and shooting quicker, people would use it a bit more, and in a skillful way. And it would actually be alot more fun and effective to use. I know we don't want it to be overpowered to where there will be airstrikes of players obliterating everything near... even though that would be very badazz, and help with team coordination. Could just speed up the recovery and add in a cooldown bar for when you can use it again, so we don't have people just running and air stomping over and over. This is not a real corcern, just a thought.

6. Server player slots! 16 player cap per server is a bit too much for my own personal liking, and im sure others. High player cap just creates all out chaos in my opinion, which is good if you like that sort of thing, but I am more of a competitive player. I am not sure if server admins can adjust this, or it is stuck at 16 regardless, but I do remember seeing 10 slot in open beta... that eventually disappeared from server list. 10-12 slot servers would make it way more competitive and creating way better team coordination and tactical, but still be fast paced. If admins can adjust it, please make some east coast US servers with 10-12 player cap!! it would be much appreciated.



That is all I can think of for now, fairly simple suggestions and can be changed easily but have a huge impact on overall gameplay.
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Everardo Montano
 
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