» Thu Oct 01, 2009 4:57 am
I feel your pain Exalted, I've been sounding like a parrot pasting my quote everywhere but this is what I believe is causing the current problem.
From my experience with Crysis 2 so far, with both demos and retail version is that a lot of questionable decisions went into the multiplayer concerning hit detection in the current retail version. Without a shadow of doubt in my mind, I believe the #1 problem with the retail game as of right now concerning multiplayer is the control input concerning aiming. This one thing has a domino effect on all the other negative areas of the retail version as of right now. It causes automatic weapons in the assault rifle and smg class to feel overpowered, makes the maximum armor practicality feel a ? as effective as it was in the demos, and makes sprayin& prayin the law of the land in the game. In the demo, if a player had Precise and Consistent aiming, he could turn the tide in a shootout consistently no matter if the other player got a drop on him. Right now, the hit detection to do that consistently and effectively has been thrown out the window for that to occur. The reason that can't occur is because 1 thing that I believe has be increased to a degree significantly that a lot of online gamers hate to say that they don't need or want is....................reticule magnetism.
Reticule magnetism isn’t evil per say because no matter how good you are it is needed in a console games. If implemented correctly with other mechanics of the game correctly, such as hitboxes, damage output and most importantly player input, it’ll turn the retail game back into a version where consistent player input is the most influential factor and not I see you first spray my gun in that general direction and keep my fingers crossed. Since more reticule magnetism is needed, damage output cannot be very high or else it’s all about I see your first die gameplay.(Which is extremely detrimental towards Crysis because a player can turn invisible with the press of a button) In my opinion, Crytek nailed it in the 2nd demo. If I died in the demo I wasn’t upset, I see that person killcam showed that player was consistent enough with their aiming to kill me, the killcams for the retail version tend to show the opposite the majority of the time. I seen on at least half my deaths the the player is swiveling a Thompson gun back and forth like he’s a Chicago gangster in 1920’s during a police raid.
It seems that changes in the aiming concerning, ADS( Aiming Down Sites) was changed from the demo. What I interpret so far from the ADS is that static as soon as you press it down without any magnetism. On paper it sound great but the aiming controls in the game need some fine tuning because you can’t have precision for accurate decisive shots. Add on top of that complex terrain, quick movement speed, superhuman jumping capabilities and the ability to cloak/armor and you have a recipe for general spraying around the area. I believe fully since they decreased the reticule magnetism, they in turn increased bullet damage which all bring this coming around to a full circle. Stronger damage dealt to deal with the inconsistent aiming issues= quicker deaths, automatic weapons feel overpowering, strafing fare less effective, maximum armor effectiveness drops severely, single shot & burst weapons feel underwhelming, this is turns the game from decisive aiming into a game where the player who shoots the most bullets in that general direction wins.
This of course is what I believe to be true, I could be wrong and I am sure I could be wrong in some aspects but I’d like to hear other opinions on the matter concerning aiming and what you interpret from it. 2nd demo aiming/hit detection felt perfect because when I made a mistake during my aiming, I knew it so I could make the adjustments next time .I thoroughly enjoy the game and plan to keep playing it but this the #1 item on my list to fix because during the demo, lag rarely meant anything towards my performance. My ability to consistently aim overcame that so that’s the most important factor to me.