Community Suggestions for PC Version Balance Changes

Post » Thu Dec 30, 2010 10:00 pm

Friends, Romans, countrymen, lend me your ears!

Since patch 1.4 ostensibly did NOT include the balance changes that are already deployed on console, perhaps this means Crytek is planning on making different balance changes for the PC version than on consoles. This would make sense, since it is an entirely different platform with different wants and needs.

Let's compile a list of the changes the PC community wants!

Changes That Should Remain From the Console Patch:
? Jaw: Reduced damage, Reduced rocket speed
? AY69: Increased recoil
? DSG1: Reduced fire rate
? Feline: Increased recoil
? Kvolt: Increased damage
? LTag: Increased fire rate, Increased damage
? Scar: Increased recoil
? Scarab: Increased recoil, Increased spread
? Gauss attachment: Increased clip size, Removed damage falloff
? Headshot damage modifier reduced
? Air Stomp: Reduced recovery time
? Nano Recharge: Reduced recharge rate
? Detonation Delay: Reduced delay
? Energy Transfer: Reduced tier 3 transfer amount
? Point Fire Enhance: Reduced spread further
? Weapon Pro: Increased reload and ironsight speeds further
? Mobility Enhance: Increased energy costs
? Headshot damage reduction.

Why should these stay?

1) Across the board recoil increases to make the game more challenging using a mouse and keyboard. Part of the challenge of any great shooter is getting the hang of each weapons recoil and spread, and Crysis 2 currently lacks a bit of that challenge. These changes should most drastically affect the fully automatic weapons, which seem to be dominating at the moment. These patch changes do a good job of accomplishing this goal.

2) Kvolt and LTag are simply too weak.

3) Headshot damage reduction will make players live longer, thereby increasing skill. With more health, good players can hope to make up damage against a worse player who started firing first.

What Changes From The Console Patch, DON'T we want?
? Frag grenade: Increased damage
I don't think there is a single person in the world who wants grenades to be even MORE powerful on the PC version. Perhaps we're just better at aiming, but grenades seem VERY strong as is.

? HMG: Removed crouch accuracy bonus
A smarter change would be to make the HMG 20% less accurate. This way, when crouched, the player still receives an advantage over a player who is not crouched, This accomplishes the same exact nerf while still ensuring that skilled players are rewarded.

? Light shotgun attachment: Increased clip size, Reduced damage
This simply doesn't seem to need a nerf. That being said, Light shotgun attachment should aim down the sights like a normal weapon, even when using assault scope.

? Jackal: Reduced full auto spread, Increased single shot spread
Single-shot Jackal is currently VERY fun and VERY balanced. If anything, I would advocate making single-shot mode the default for the Jackal and leaving it at that.

? Mk60: Reduced recoil
? Hammer: Reduced recoil
Simply not necessary on the PC version, as the recoil is already minimal and easy to manage. As mentioned above, recoil should be getting drastically increased. Players who dislike that still have the option of using aim enhance.

? Nanosuit 2.0: Reduced armour bonus
I haven't heard anyone complain that the Nanosuit 2.0 is too powerful. If anything, it seems a fair reward for a 7 killstreak and seems to offer an incredibly fun experience that you can't get in any other game.

? DSG1: Reduced fire rate
OSG just does not seem to be a balance concern on PC version.

What PC-specific balance changes do we want?

? Remove or in some way reduce/modify sprint and jump cancelling when shot. PC gamers do not like the feeling of losing control over their character, and it makes fleeing and escaping impossible in Cry2-- removing an element of skill and decision-making. (http://www.gamesas.com/forums/viewtopic.php?f=40&t=24001)

? Increase length of games. With 16 players, most game modes go WAY too fast.

FIN

What did I miss? What balance changes does the PC community want for Crysis 2?
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Catherine Harte
 
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Post » Fri Dec 31, 2010 12:14 am

I think the single-shot Jackal is too overpowered, it's a OHK weapon at close range and 2 hit at medium range, and with an increasing number of people using energy transfer + stealth enhance + mobility enhance + shotgun (Marshall + Jackal single shot) this seems annoying, they always run around in cloak, pop up behind somebody's back and one shot him, then cloak and run around again, this take almost no skill
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Soph
 
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Post » Fri Dec 31, 2010 1:54 pm

I can't really tell if the "nerfs" to the weapons are in game or not but..

I'm the only one who noticed the nerfs to:

? Mobility Enhance: Increased energy costs
? Energy Transfer: Reduced tier 3 transfer amount

Before the 1.4 i had these 2 perks + Stealth Enhance and i could literally sprint around the map with nanovision on and my energy would last ages. Now it feels like im using more energy, i could be wrong but these 2 perks were already nerfed?

For the weapons i agree with what you wrote, from the granade to the attachements.

About ? Increase length of games. With 16 players, most game modes go WAY too fast.

Well either that or increase the points you get at the end of the round(s) or just do both. Right now, levelling after rebooting is tedious and boring and the "elite" part you unlock is useless for your levelling. At level 36 i completed the HMG kills and the Smackdowns, resulting in a really small bonus compared to what i will need to get to lvl 50 once again.


oh and ? Nanosuit 2.0: Reduced armour bonus I'm also sure this is already ingame? Again, no one asked the nanosuit 2.0 to be nerfed, why would you do something like that? It was fine, revert it plox.
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Ridhwan Hemsome
 
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Post » Fri Dec 31, 2010 1:29 pm

oh and ? Nanosuit 2.0: Reduced armour bonus I'm also sure this is already ingame? Again, no one asked the nanosuit 2.0 to be nerfed, why would you do something like that? It was fine, revert it plox.

To be perfectly honest, with the current nerf I think that Nanosuit 2.0 is way worse thatn Ceph Gunship and I recall they said that they want to balance it so it's on same level as Ceph.

Right now, where Nanosuit is situational and easily taken out of the battlefield (C4, multiple people shooting at you, simply hiding) - Ceph Gunship rules for pretty much any CS/CTR modes, especially since those maps have Disruptor available.

On CS, simply drop Disruptor and call in the Gunship and enjoy your 15+ kills. Only thing you need to do is be careful if someone tries to shoot him down which most of the people don't even try.
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Thomas LEON
 
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Post » Thu Dec 30, 2010 10:26 pm

We do indeed want to reduce the DSG's Firerate, at least for as long as bullets are stopping your movement!
If they would implement this fix;
Remove or in some way reduce/modify sprint and jump cancelling when shot. PC gamers do not like the feeling of losing control over their character, and it makes fleeing and escaping impossible in Cry2-- removing an element of skill and decision-making. (viewtopic.php?f=40&t=24001)

The DSG "nerf" would not be needed. But yet, i think the fix i quoted is the most urgent of the balancefixes.

Good thread, hope Crytek do read this!
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Juanita Hernandez
 
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Post » Fri Dec 31, 2010 9:56 am

Buff the Gauss gun and fix the "not-being-able-to-fire-through-foliage" bug
Increase the X43 Mike damage, it's such a fun gun but it's too weak in my opinion
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Stryke Force
 
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Post » Thu Dec 30, 2010 9:26 pm

Buff the Gauss gun and fix the "not-being-able-to-fire-through-foliage" bug
Increase the X43 Mike damage, it's such a fun gun but it's too weak in my opinion

boost x43? u mad? Learn 2 use the weapon. Its already a beast! noob xD
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Alina loves Alexandra
 
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Post » Fri Dec 31, 2010 2:05 am

Jaw: Deals 100% damage to ship and 25-50% to players.
Increase recoil of spray.
Make melee a weapon switch(not able to melee with weapon out) or Fix melee hit radius, it almost hit like a grenade hitting the ground like 100% chance to hit.
Its harder to aim/shoot in close combat than use autohit melee attack.
Grenades: Grenade damage reduce 10% per meter away from it.
Grenades/C4/Jaw: standing in crashsite now gives 75% damage reduce to explosions.(can still be used to damage people out of stealth)
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Cedric Pearson
 
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Post » Fri Dec 31, 2010 6:42 am

Buff the Gauss gun

I'm not sure I agree with a Gauss buff. As it is, in the hands of a player not going for headshots, it's a perfect team support weapon; leaves the enemy with no suit energy and within an inch of death. When it comes to headshots, it definitely feels to me like it's easier to get them with the Gauss than the DSG.

In my opinion, making the Gauss a one-hit-kill anywhere really isn't an option. It would become incredibly annoying in games like Crash Site, where a capturing team could be quickly picked off from safely afar.

I'm not too bothered about a reduction of fire-rate for the DSG as long as it's not too ridiculous. It already fires rather rapidly with easily managed recoil and perhaps it would make the Gauss seem like a more attractive proposal to those who only use a silenced DSG.
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Lizzie
 
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Post » Fri Dec 31, 2010 2:26 am

Copy and pasted from another thread..

This is what I would do from the current situation we have now..

SCAR ADS recoil increased by 25%.
SCARAB ADS recoil increased by 25%.
Feline RPM decreased from 1200 to 1000.
K-Volt damage increased from 17-12 to 20-15.
X-MIKE damage increased from 11.5 to 12.
Jackal single shot and full auto hip accuracy switched around.
DSG-1 loses 2 damage when equipped with a silencer. (currently it loses no damage at all)
Gauss damage increased from 115 to 120. (making it a one shot kill to the torso)
Hammer RPM increased from 200 to 250.
Majestic RPM increased from 135 to 150.
Flashbang damage range increased from 10 meters to 15 meters.
HMG Rip-off damage reduced from 120-70 to 115-70.

Threat Tracer range increased to 30 meters on all aspects.
Nano Recharge health and energy decreased from 100% improvement to a 50% improvement. (60/sec -> 45/sec)
Energy Transfer reduced to 20/40/60 refill.
Armor Enhance increases transition time into Armor from 0.4 seconds to 0.2 seconds from rank 1 in addition to reducing drain. Rank 2 removes the move speed penalty completely rather than just diluting it.
Stealth EnhanceRank 3 bonus reduced from 0.5x drain to 0.75x drain.
Cloak Tracker Rank 2 and 3 delay time reduced from 7/5 seconds to 5/3 seconds respectively.
Jammer base range increased to 20 meters. Rank 3 changed to scramble the entire enemy HUD.
Tracker refresh rate of 0.3 seconds at all ranks. Rank 3 shows the footsteps of Cloaked players.
Visor Enhance given a range cap of 150 meters for tagging players while ADS.
Mobility Enhance drain changed to 0.75x for sprinting and jumping.

If anyone wants me to elaborate on any of the changes and give reasoning then just ask.
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Brad Johnson
 
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Post » Fri Dec 31, 2010 5:26 am

I definitely disagree with Gauss changing to a one-hit kill. There's just no way to balance that. As it stands, I actually prefer it to OSG. It can take down gunships in like 5 shots. It also seems almost impossible NOT to get headshots if you're trying because the projectile is so huge.

I like the idea for Armor Enhance.
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Ymani Hood
 
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Post » Fri Dec 31, 2010 6:49 am

One shot kill to the torso only. Arms and legs would still be a two hit kill.

As it stands there is literally no reason to take the Gauss over the DSG-1. They are the same # of hits in the same locations but the DSG-1 fires considerably faster and has a silencer that gives no damage penalty. It also gives the player slightly more movement speed but thats pretty minor to a long range weapon.

Oh and the Gauss isnt easier for headshots. It has a 0.5 degree cone of spread WHILE AIMING. If you want to talk balance leave the placebos at the door.
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louise hamilton
 
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