my experiences so far - Balance | Gameplay

Post » Thu Feb 28, 2013 10:53 pm

I really enjoy the game so far BUT there are some things that might cause balance issues. My experiences are mostly based on the ~70 hours playtime, the purity torunament and the reactions on my server. Do not feel offended by it! I am posting this for an open discussion BUT try not to bring forward flimsy arguments (e.g "but you are wearing a nanosuit..." "in crysis 1 there was..." "lol noob)))").


weapons


nova:
seems to deal too much damage. With that high rof and low recoil it can easily outmatch some primary weapons in cq.

typhoon:

interesting gun, but it should have some kind of "bad" attribut to make it more challenging - recoil or more spread on long range

gauss:
shoots a bit too fast for a ohk weapon

scar:

don't know what to say, it is enough to watch all these videos around here. Almost non-existing recoil, high range and rof + high damage are making this gun too much of an allrounder and an unbalanced killing machine....and no I am not even talking about the laser.


modules


maneuverability:

works somehow like the cloak in crysis 2 - adds alot of randomness into the game and boosts all the spray weapons too much. It also causes higher ping players to teleport.
I really don't know how to balance this without removing it.

auto armor:

I waited really long to find my opinion about this module. It is nonsense in my eyes, it takes away a core skill of the game. Hard to balance too, perhaps a rank limit or getting
some of the dealt damage of the first hit could do the trick.

rapid fire:

simply does too much in my eyes.


tbc
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MARLON JOHNSON
 
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Post » Thu Feb 28, 2013 6:21 pm

Good list!
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T. tacks Rims
 
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Post » Fri Mar 01, 2013 1:43 am

I agree almost with everything.
Maneuverability: I think it's pretty good now, should just make an-ingame nerf for people with high ping. (It's actually encouraging people to stop being cloaked @ the end of the map with a bow)
Auto armor: REMOVE/level limit/let ohk weapons to actually ohk the player, it's not supposed to fully counter attack everything+delay
Rapid fire: I think that you can buff the recoil more/reduce the damage per bullet dramatically.
Scar: that thing mows people really easily, I really like the fact there is a go to gun but this is just too much of a beast-it's not that it's great, it's just good: it functions really well @ every scenario just like the M16 in BF3, and I think the solution is just more recoil, damage should be maintained the same (imo the guns should be really powerful but full of recoil and kinda reward accurate players, but even with my accuracy I just die because of an Auto-Armor guy with a Jackal and rapid fire [panic class as I call it])
Gauss: should kill auto armor guys regardless the module, fire rate is fine imo
Typhoon: the problem is it functions too well, it's too reliable-there's no point for shotguns: just make it a gun with some sort of a range sweet spot, not too far but not too close, it'll give every gun a meaning.
Nova: perfectly agree with you.
Jackal: STOP IT.
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Julie Serebrekoff
 
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Post » Thu Feb 28, 2013 10:46 pm

Agreed.
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jodie
 
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Post » Thu Feb 28, 2013 9:25 am

Please leave the nova alone. Think they have reduced typhoon mid to long range damage.
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Brandon Bernardi
 
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Post » Fri Mar 01, 2013 12:34 am

Remove all shotgun from this game.
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Dalley hussain
 
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Post » Thu Feb 28, 2013 10:43 am

Remove all shotgun from this game.

Marshall is pretty balanced because of the cloak speed reduction, now it requires a lot more skill to use properly, and now there's a need to aim if you actually wanna hit not from point blank.
IMO Jackal should be nerfed and a lot.
I don't mind dying from a Marshall but a jackal makes me really mad.
Cheers
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Soph
 
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