So, what the heck happened?

Post » Thu Dec 31, 2009 2:57 am

a patch could really fix the aiming issues?
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Tina Tupou
 
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Post » Thu Dec 31, 2009 11:03 am

a little too well for my liking, a middle ground woulda been good. but remain at the point where a marshal shot+melee would kill them.

Armor mode in the demo has the same exact strength in the retail. The only difference is that you have to rely on your own player input to drop them. Players in the demo died just as fast as in the retail IF the player's aim was precise and on point. That's the problem with retail version, it doesn't award precision shooting and makes spamming too effective.

really is that why you die before any energy is used up in armor mode... it only crapply deflects explosions in the retail version thanks to moanbags who didn't play the first one...
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Josee Leach
 
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Post » Thu Dec 31, 2009 11:33 am

really is that why you die before any energy is used up in armor mode... it only crapply deflects explosions in the retail version thanks to moanbags who didn't play the first one...

That's because of the autoaim autolock that was incorporated from the campaign. The current hit registration takes so much player input out the equation, as soon as they ADS all you have to do is hit the RT and you've sent enough bullets to their current location in like a fraction of a second. It doesn't matter if the other player was armored or was hitting his armor when he saw on his screen that he was getting shot. There was already a giant stream of bullets coming to the target's position and he's basically dead already but just doesn't know it yet. I believe players are getting that confused with the lag but it's really the hit detection that's throwing it off and exaggerating it. Now I believe the demo had the same armor damage capacity but since it actually required players to lead your target and accurately fire your bullets in 1 position, it allowed for more human error. In turn, armor did it's job without making the life span seem too large.
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Stacy Hope
 
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Post » Thu Dec 31, 2009 8:07 am

That's my question, what the heck happened between the crysis 2 multiplayer demo and the retail release? They had it perfect in the demo, everything felt fair, and if i died I actually felt like I died because the other person got the upper hand on me or was better than me. Now it all just feels like the lag's fault, or a glitch or something. I don't ever recall running into something like this in the multiplayer demo. So, again, what happened? did someone spill soda all over the computer that housed the perfect demo that they were going to use as the retail release making them fall back onto a crappy unfinished, buggy version of their beta build?

Or did we all get a copy of the game with the unfinished beta by accident? I don't know, but it's getting so rediculous now, so why not speculate rediculously? Right? I just wish I knew what happened between that time and now. I really do want to like this game, but it's all the problems that came with it that I didn't expect that are making it so bad and frustraiting, coupled with the lack of communication from the development team is making me want to abandon all hope of there ever being a patch or seeing a less laggy and more playable multiplayer.

If it can even be playable for that matter though. I feel betrayed though, decieved, conned, anyone of those kinds of bad things a company could possibly do to it's consumers. Perhaps Im overracting, it's just a game, but it's a game that I spent 60 dollars on and irriplacable time on now too. Should we have to settle for mediocre titles in this day and age?

with all the advancements in video entertainment should we have to settle for the less than we pay good money for? That answer should be more than an obvious NO. But that's what we've gotten here today in front of us. Some may tollerate it better than others, but that won't do any good for us since that'll never show our true displeasure for the quality of the product.

We should not have to pay for something that doesn't meet that standard, that one im talking about is the one that was previously set, that most of us spent good money for expecting to get what we saw before, only to be met with dissapointment and frustraition. I really want to like this game, I really want to play this game without any problems, I really want either of the Crytek teams to, at the very least, acknowledge the console problems instead of leave us in the dark with no hope in sight to be relinquished of these persistant pleagues of glitches and bad connections due to no region filter. We shouldn't have to settle for ALMOST good. We want GREAT.

Im sure I can speak for alot of people who have the same feelings of frustraition as I do. Im trying to be as constructive with any critisism I give as possible as I can be, and perhaps I'm being a bit of a diehard about this, but I would really like to play my game now.


I felt the demo was terrible and a lot worse than the Beta. I played the Beta a lot and really liked it.. obviously I could overlook some of the problems as it was a beta. I put the demo in and I was instantly dismayed. The lag problems were outrageous and all the problems were still there. The final release unfortunately offered very little improvement.

Either way, it's a sorry state of affairs and I share your disappointment.
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Umpyre Records
 
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Post » Thu Dec 31, 2009 12:43 pm

really is that why you die before any energy is used up in armor mode... it only crapply deflects explosions in the retail version thanks to moanbags who didn't play the first one...

That's because of the autoaim autolock that was incorporated from the campaign. The current hit registration takes so much player input out the equation, as soon as they ADS all you have to do is hit the RT and you've sent enough bullets to their current location in like a fraction of a second. It doesn't matter if the other player was armored or was hitting his armor when he saw on his screen that he was getting shot. There was already a giant stream of bullets coming to the target's position and he's basically dead already but just doesn't know it yet. I believe players are getting that confused with the lag but it's really the hit detection that's throwing it off and exaggerating it. Now I believe the demo had the same armor damage capacity but since it actually required players to lead your target and accurately fire your bullets in 1 position, it allowed for more human error. In turn, armor did it's job without making the life span seem too large.

I'm pretty sure you may be right on this one, perhaps it's not the lag, but the amazingly accurate shots players can pull off because of the insane autoaim assistance everyone has. I'd like to see them fix this as quickly as possible, because if this is true this would really make any of the other problems in this game alot less frustraiting. However I do believe that the lag also has a pretty significant influence over this as well, at the very least it exasserbaits it quite a bit.
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Dalton Greynolds
 
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Post » Thu Dec 31, 2009 12:20 pm

I'm pretty sure you may be right on this one, perhaps it's not the lag, but the amazingly accurate shots players can pull off because of the insane autoaim assistance everyone has. I'd like to see them fix this as quickly as possible, because if this is true this would really make any of the other problems in this game alot less frustraiting. However I do believe that the lag also has a pretty significant influence over this as well, at the very least it exasserbaits it quite a bit.

No it's definitely lag. There's no reason I should have to burst fire 5 times with a Grendel into stationary targets while burst firing with a 3 bar connection. Is it this bad all the time? No, but frequently enough that I'm getting sick of the game.
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Arrogant SId
 
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Post » Thu Dec 31, 2009 2:18 am

I'm pretty sure you may be right on this one, perhaps it's not the lag, but the amazingly accurate shots players can pull off because of the insane autoaim assistance everyone has. I'd like to see them fix this as quickly as possible, because if this is true this would really make any of the other problems in this game alot less frustraiting. However I do believe that the lag also has a pretty significant influence over this as well, at the very least it exasserbaits it quite a bit.

No it's definitely lag. There's no reason I should have to burst fire 5 times with a Grendel into stationary targets while burst firing with a 3 bar connection. Is it this bad all the time? No, but frequently enough that I'm getting sick of the game.

Yeah, I'm just trying to remain optimistic that this problem isn't that bad and can be easily fixed, although my hopes are always dashed a little more everyday crytek fails to address this or even acknowledge the existance of the problems that still exist frequently enough to be game breaking for alot of people. This isn't due to player skill in the least either, when you have the amount of people all saying the same thing about the same problem then it definately exists, so if they have it in their minds that player skill is to blame, my god, I don't even want to think about how pissed I'd be.
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Brittany Abner
 
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Post » Thu Dec 31, 2009 2:54 am

idk this is too weird................
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Caroline flitcroft
 
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Post » Thu Dec 31, 2009 9:27 am

really is that why you die before any energy is used up in armor mode... it only crapply deflects explosions in the retail version thanks to moanbags who didn't play the first one...

That's because of the autoaim autolock that was incorporated from the campaign. The current hit registration takes so much player input out the equation, as soon as they ADS all you have to do is hit the RT and you've sent enough bullets to their current location in like a fraction of a second. It doesn't matter if the other player was armored or was hitting his armor when he saw on his screen that he was getting shot. There was already a giant stream of bullets coming to the target's position and he's basically dead already but just doesn't know it yet. I believe players are getting that confused with the lag but it's really the hit detection that's throwing it off and exaggerating it. Now I believe the demo had the same armor damage capacity but since it actually required players to lead your target and accurately fire your bullets in 1 position, it allowed for more human error. In turn, armor did it's job without making the life span seem too large.

so thats why it only takes a short burst to kill an armored person?
but i don't get it why you die with nearly full energy?

also did i mention that gow3 which is in beta and far from release is much better and even with host( without dedicated servers cause theres a small prob at moment with the dedicated) is much lagless and is very enjoyable!

also just recently sent an email to crytek regarding issues! lets just see how much of a good company they are!
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Deon Knight
 
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Post » Thu Dec 31, 2009 8:57 am

BUMP!
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Peter lopez
 
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Post » Thu Dec 31, 2009 1:21 pm

It seems like my post has a bit of crediability to it considering that most people know what's going on here. We should try to keep this either on the first page or in the top 3 so that people who come here having these same problem can figure it out for themselves that these are the key problems with the lag and autoaim.
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jessica sonny
 
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Post » Thu Dec 31, 2009 9:39 am


I'm pretty sure you may be right on this one, perhaps it's not the lag, but the amazingly accurate shots players can pull off because of the insane autoaim assistance everyone has. I'd like to see them fix this as quickly as possible, because if this is true this would really make any of the other problems in this game alot less frustrating. However I do believe that the lag also has a pretty significant influence over this as well, at the very least it exasserbaits it quite a bit.

That's the thing, nobody has to be accurate with the copous amount of autoaim assistance. The aim assist is basically designed for an almost guaranteed kill. Since they also made the player control their bullet spread in a 2-d plane instead of a 3-d plane, it makes spraying a more successful option. Crytek basically gave players an instant kill aiming system. Does lag play a part in this aiming system, without a shadow of doubt, but it doesn't play as much as a part as people here are proclaiming.
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Dale Johnson
 
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Post » Thu Dec 31, 2009 9:50 am

To be honest, I don't feel the auto aim is that great here. I could very well be using it wrong though. I don't have a long track record in FPS games on consoles (I played mostly on PC), so my experience in dealing/reading aim assists is slim.
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NAtIVe GOddess
 
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Post » Thu Dec 31, 2009 12:52 am

so thats why it only takes a short burst to kill an armored person?
but i don't get it why you die with nearly full energy?

also did i mention that gow3 which is in beta and far from release is much better and even with host( without dedicated servers cause theres a small prob at moment with the dedicated) is much lagless and is very enjoyable!

also just recently sent an email to crytek regarding issues! lets just see how much of a good company they are!

Crysis's automatic weapons shoot a blistering amount of bullets in a short span. I believe it takes like 5 bullets to drop an opponent and around 7 bullets when they are armored. ( I might be wrong with those statements, also difference in required bullets for each weapons, have to double check)However, the differences in amount of bullets require in menisucle. The automatic weapons can spend that many bullets almost instantly. Add that to the ridiculous amount of autoaim and you have instant deaths without any type of tedious player input. It turns the game basically into this, I SEE YOU FIRST YOU DIE.

Also can't wait to play GOW3, looks like Epic took the best of both games and merged it into a smooth& polished product.
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Timara White
 
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Post » Thu Dec 31, 2009 11:24 am

To be honest, I don't feel the auto aim is that great here. I could very well be using it wrong though. I don't have a long track record in FPS games on consoles (I played mostly on PC), so my experience in dealing/reading aim assists is slim.

Do you play with the aim assist stabnk86? If you do, try playing the aim assist disabled. It'll give you a general idea of how much autoaim this game has. Try playing like that for an hour and you'll get a gist of what I'm trying to argue constantly about on here.
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Lauren Graves
 
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Post » Thu Dec 31, 2009 11:44 am

Exactly I fell your pain, it is much more lagy then the beta and even when you shot someone in the head it still takes time for it to say if u had killed them or just injured them, so i die in the prosess of trying to chas etheir already dead body :L
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Kitana Lucas
 
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Post » Thu Dec 31, 2009 1:52 pm

so thats why it only takes a short burst to kill an armored person?
but i don't get it why you die with nearly full energy?

also did i mention that gow3 which is in beta and far from release is much better and even with host( without dedicated servers cause theres a small prob at moment with the dedicated) is much lagless and is very enjoyable!

also just recently sent an email to crytek regarding issues! lets just see how much of a good company they are!

Crysis's automatic weapons shoot a blistering amount of bullets in a short span. I believe it takes like 5 bullets to drop an opponent and around 7 bullets when they are armored. ( I might be wrong with those statements, also difference in required bullets for each weapons, have to double check)However, the differences in amount of bullets require in menisucle. The automatic weapons can spend that many bullets almost instantly. Add that to the ridiculous amount of autoaim and you have instant deaths without any type of tedious player input. It turns the game basically into this, I SEE YOU FIRST YOU DIE.

Also can't wait to play GOW3, looks like Epic took the best of both games and merged it into a smooth& polished product.

2 bullets extra with armor is crap... why call it armor when you can call it something like cardboard mode cause its nothing like the trailer or showroom... your right with the amount of bullets... head shots are way overpowered except for snipers... auto aim is great but not for competitive mp... or any mp unless its like bulletstorms, actually its I SEE YOU FIRST I DIE lol

thing is the mp in crysis 2 gets more enjoyable the more you play and are willing to forget some of those impossible as in shouldnt of died situations... the funny thing how to check lag is go kick a car and see the delay it takes to send the car flying, shouldn't the nanosuit be stronger than the first one since in makes the person stronger and the suit stronger too? well from playing the game more you actually notice that armor mode is actually very usefull but auto aim with its automatic headshots makes armor damn near useless...

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Sammygirl500
 
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Post » Thu Dec 31, 2009 4:46 am

I think one of the trailers calls armor a "flak" jacket, good for taking grenade damage (like black ops) with slower mobility and a huge "shoot me" sign. Does not specify bullets, lol.
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Bethany Short
 
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Post » Thu Dec 31, 2009 1:05 pm

I think one of the trailers calls armor a "flak" jacket, good for taking grenade damage (like black ops) with slower mobility and a huge "shoot me" sign. Does not specify bullets, lol.

i'd like to see where and it does sound familiar but in the nanosuit showroom it shows it as armor like in the first game... sure taking some damage in armor mode makes sense cause of the rounds not penertating but then again it shouldn't...
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Liv Brown
 
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Post » Thu Dec 31, 2009 9:07 am

this guy is soooo right in the demo i was really good and things felt fair (although the shotgun was overpowered) crytek if you are reading this plz make crysis 2 how it was in the demo without the glitches
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W E I R D
 
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