Gun Balance little tweak

Post » Sun May 08, 2011 7:32 am

This is mainly @ Cry-Tom and Cry-Adam but feel free to contribute if you agree or disagree.

First of all just a basic request that skill kills stack - what do i mean by that?
For example if you preform a headshot on a cloaked enemy - you should be awarded - Headshot + Busted.
Currently you are only given one or the other - this is especially annoying when trying to complete "Skill Kills" category.

Second thing, some weapons need a little adjusting.

K-Volt - Not only does this thing need to actually give you assists, but the "bullet" speed should be increased as right now it is only good within shotgun range -__- The K-Volt's stopping power is only comparable to a low-grade BB gun as it can't even penetrate plastic :s

Gerendel - When using semi automatic mode and silencer, the silencer does not work

Majestic - When aiming down the sight, the spread is almost as large as when hip fireing - this really hinders the gun, maby make the spread slightly smaller when ADS?

Gauss - the Gauss is inferior the the DSG-1 even though it apparently does more damage - in order for it to become any kind of a contestant it needs to be able to kill enemies in 1 shot - to the Chest, Head, Stomach when they are in Power mode - DSG-1 is better because of higher ROF and same damage -____-
Another thing that could make the gauss more usefull is if instead making it more powerfull, the projestile drains all of the target's energy - basically this would be the BIG DADDY K-VOLT

Flashbang - probably the most useless explosive - my idea for improving it is to make it a low-grade EMP granade - enemies within its immediate area of effect will have their energy drained - however needs to have small blast radious < 2m


Hope one of you guys got to read it - please post a reply if you have that would be much appriciated.

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KiiSsez jdgaf Benzler
 
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Post » Sun May 08, 2011 3:27 am

I agree with these suggestions, as soon as i was able to unlock the K-Volt i jumped straight at it, only to be disappointed by the terrible range+stopping power. The feline is amazing though!
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Hazel Sian ogden
 
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Post » Sat May 07, 2011 10:56 pm

yes that's the thing - the K-Volt is unable to hang with the Feline. Not only is feline more powerfull, but you actually get assists for using it - not the case with K-Volt

Another good example of inproper balance of weapons in the same category is the Gauss - cant even match the DPS output of the DSG-1
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Mark Hepworth
 
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Post » Sat May 07, 2011 7:33 pm

This is mainly @ Cry-Tom and Cry-Adam but feel free to contribute if you agree or disagree.

First of all just a basic request that skill kills stack - what do i mean by that?
For example if you preform a headshot on a cloaked enemy - you should be awarded - Headshot + Busted.
Currently you are only given one or the other - this is especially annoying when trying to complete "Skill Kills" category.

Second thing, some weapons need a little adjusting.

K-Volt - Not only does this thing need to actually give you assists, but the "bullet" speed should be increased as right now it is only good within shotgun range -__- The K-Volt's stopping power is only comparable to a low-grade BB gun as it can't even penetrate plastic :s

Gerendel - When using semi automatic mode and silencer, the silencer does not work

Majestic - When aiming down the sight, the spread is almost as large as when hip fireing - this really hinders the gun, maby make the spread slightly smaller when ADS?

Gauss - the Gauss is inferior the the DSG-1 even though it apparently does more damage - in order for it to become any kind of a contestant it needs to be able to kill enemies in 1 shot - to the Chest, Head, Stomach when they are in Power mode - DSG-1 is better because of higher ROF and same damage -____-
Another thing that could make the gauss more usefull is if instead making it more powerfull, the projestile drains all of the target's energy - basically this would be the BIG DADDY K-VOLT

Flashbang - probably the most useless explosive - my idea for improving it is to make it a low-grade EMP granade - enemies within its immediate area of effect will have their energy drained - however needs to have small blast radious < 2m


Hope one of you guys got to read it - please post a reply if you have that would be much appriciated.

The Gauss is inferior because of the hit bug. It seems that the shot needs a wide and clear area. Anything that can be an element of cover, even if 2 or 3 meters away from the target seems to be those places where the beam just hits dead on, without damage registration. Sometimes no cover at all from a sure shot on the target, this time a blood splatter occurs and yet again, no damage registration.

K-Volt really needs some serious look into it. There are too many wrong things going on with this weapon

Flashbang I don't see many use it. Maybe replace it with a good ol' emp nade or add a nano jamming effect, something that really makes you want to consider it. Basically flash and k-volt do not really have their place as the deadly guns and nades do the work and in a lot shorter amount of time.

Need of fixing laser sight alignment with where the hitting occurs. Pistol sight = need to aim on the right side of the beam by a fair amount (which makes you look like you're a drunk shooter ^^) and rifle sight = need to aim a slight on the left of it.

K-Volt laser sight is pistol type instead of rifle.

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Melung Chan
 
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Post » Sun May 08, 2011 3:12 am

^^^^
im thinking the EMP nade should be similar to the one in BF: 2142 that was neat

also no, the gauss is broken its **** man, ROF is painfully slow and damage is the same :s
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Lawrence Armijo
 
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Post » Sun May 08, 2011 6:47 am

bumped - sorry i want this to get noticed
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Crystal Birch
 
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Post » Sat May 07, 2011 11:32 pm

Underbarrel grenade launcher attachment auto reloads after been fired making it impossible to switch to another weapon. And the grenade is really bad so you really need to be able to switch without reloading it. Oh and sometimes you need to reload it before using it when you first switch to it.

And the underbarrel shotgun holds two rounds but the same with that you need to reload it.

The gauss attachment, what is that?! Does it even kill at all?!

I agree on the K-volt. Its useless :(. I was soo looking forward to it. It should lock people. Making it harder for em to move and jump.

Majestic is useless, no sights?! u can put an assault scope on that revolver clone in singleplayer!? And the spread isnt similiar with the campaign. Its mega worse. There is no longer any real reason to hold anything else than AY-69 Machine pistol.
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Fanny Rouyé
 
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Post » Sat May 07, 2011 11:40 pm

well, i got used to the majestic - just got 200 kills with it (in total OFC lol) - you pretty much need to hip fire it - but it is very stron - i think it does 70 damage - but getting headshots with it is another matter =.=

also i forgot to add - the Marshall is a joke! its worse than Jackal and Jackal is BAD!
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kennedy
 
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Post » Sun May 08, 2011 12:26 am

why are you stupid people always call out the admins? inb4 this thread is so getting locked
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Annika Marziniak
 
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Post » Sun May 08, 2011 3:22 am

why are you stupid people always call out the admins? inb4 this thread is so getting locked
why do all the stupid people always say inb4? hmmm

also this thread has a pourpose - the tweaks me and other members mentioned actually are needed so GTFO troll and play thegame and you'll see
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Anthony Diaz
 
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Post » Sun May 08, 2011 1:43 am

BUMPERS!
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Petr Jordy Zugar
 
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Post » Sat May 07, 2011 9:02 pm

thanks Willertz :D
did you also notice how the MArshall compleatly fail? do you know how do use it lol?
i seriously cant
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Neil
 
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Post » Sat May 07, 2011 11:13 pm

Not actualy suppose to direct threads to Cry-Tek Employees.
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michael danso
 
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Post » Sun May 08, 2011 9:50 am

Not actualy suppose to direct threads to Cry-Tek Employees.

rename the thread then OP.
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Riky Carrasco
 
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Post » Sun May 08, 2011 5:27 am

Not actualy suppose to direct threads to Cry-Tek Employees.
if the water stays calm nothing happens - sometime you've gotta make the water move
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Etta Hargrave
 
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Post » Sun May 08, 2011 4:17 am

thanks Willertz :D
did you also notice how the MArshall compleatly fail? do you know how do use it lol?
i seriously cant

Its a close combat weapon! Use it in close combat! Its great there. And play on low ping servers for best hitboxes. Us it on tight maps and in tight situations.

bring a machine pistol as backup, AY-69.
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Chrissie Pillinger
 
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Post » Sat May 07, 2011 11:34 pm

lmao i cant use that thing not even on parking lot. and the only pistol i can use is the Majestic and the nova - rest are awful lol
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Ellie English
 
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Post » Sun May 08, 2011 9:32 am

lmao i cant use that thing not even on parking lot. and the only pistol i can use is the Majestic and the nova - rest are awful lol

hehe well then dont blame the weapon itself (A).
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Colton Idonthavealastna
 
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Post » Sun May 08, 2011 10:45 am

no Crytek employees are reading this forum. you can break all the rules you want.
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Rinceoir
 
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Post » Sun May 08, 2011 4:46 am

no Crytek employees are reading this forum. you can break all the rules you want.


hehe
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willow
 
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Post » Sun May 08, 2011 1:29 am

lmao i cant use that thing not even on parking lot. and the only pistol i can use is the Majestic and the nova - rest are awful lol

Hmmm. Weapons and maps, combined or not might force you to slot in some different modules.
When I want to optimize my secondaries:
_Nova and AY69: Weapon Pro or Aimpoint Enhance (though Aimpoint Enhance is kinda overdoing it, given their hip spread being already reliable)
_Hammer and Majestic: Rapid Fire (they become very deadly in proper range with the damage output) or Aimpoint Enhance (both reliable as well but helps you hip shoot with less "wiffs" at further range)

Same goes with primaries. Those can get a lot of different configurations with pro's and cons.

As for marshall, well I still favor the Jackal's semi auto mode over it. Just the habit of aiming for the head makes me less effective with Marshall. That's right, Marshall is more effective if you hit the plain center of the target because the pellet spread is too high when trying to get headies - you'll hit the head BUT a lot of pellets will just go to waste.

I still kinda like Marshall but when at the range where his large circle still gets the whole target in, with the limbs out of it - yeah that means REALLY CLOSE - it sometimes doesn't take the target out... I keep trying but Jackal still feels more effective so far. However Marshall silenced can allow you to "cloack warp" in close combat against multiple opponents if you use Stealth Enhanced and it's a harassing style that I like to play.
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Hairul Hafis
 
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Post » Sun May 08, 2011 2:28 am

Image


read the rules
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Pawel Platek
 
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Post » Sun May 08, 2011 12:56 am

Does the K-Volt drain energy? Because it seems like whenever i get hit by one of them my energy is gone.

-fuzz
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Rachel Tyson
 
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Post » Sat May 07, 2011 10:28 pm

It takes 15 energy out per shot, but it seems that the health damage occurs only once the target has lost all energy to me. It means that before you actually start doing real damage you need to land 7 shots. I'm iffy about that. In 7 shots with some other weapons... let's say the victim goes "I got killed" instead of "where's my energy" :<

YESSES ME WHINEZ ABOUT K-VOLT A LOT :P
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trisha punch
 
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Post » Sun May 08, 2011 4:57 am

Seems like my suit is drained within 2-3 shots though, but i guess thats just me

-fuzz
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Chloe :)
 
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