Issues & Ideas (NOT lag/glitches/etc.)

Post » Mon Dec 05, 2011 9:06 am

I've never been a huge forum poster, so I may have done this wrong, put it in the wrong area, or be re-posting already known information. Just a heads up. ;)

Before anyone thinks I'm just going to rant about "i hate crysis it svcks cant play laglaglag blaahhhhh", I'm not. I like this game a lot, most of it, almost all of it actually. There are a few big issues like the connection, the REALLY loud, triple layered MP music (I turn it off in MP and back on in SP), locking pistol suppressor (SP), and a few other similar issues. Those have been covered in a number of threads on many websites, and are very well known, so that's not what I want to talk about.

I'd like to bring up a few things that I've had an issue with while playing. They aren't so much technical issues or glitches, but game design issues, some of them overlapping.

First, the Assault game mode. It's a really cool concept, but is hugely flawed. The idea of having non-nanosuit soldiers with rifles defending and nano-soldiers attacking, but only with pistols, is fine, I like the idea. The normal soldiers even have lasers on all their guns to help balance their better weapons, which is a nice touch. There are three big problems with this game mode. Any one of them would be okay, but add the other two and it's almost unplayable. Number one: Health. This is the biggest, the "normal" soldiers don't have normal health, they have permanent armour health. Read that again. That means it takes FIVE SHOTS of HAMMER to kill them. It's already very hard to kill a someone in a normal game mode if you have a pistol and they have an automatic rifle, which it should be, the Hammer's three hit kill on a non-armour guys, which is fair, but five is near impossible. The M12 is six hit kill, but with its faster rate it has a faster kill time, so its the better choice, but still easily outclassed by the SCARs, SCARABs, and Felines. Let's face it, most of the time most players play alone. A team of unorganized, but skilled players attacking as NANOSUIT SOLDIERS will lose to an equal team of "normal" defending soldiers. The next two problems go hand in hand and tie into a later one. The time limit is too short and it takes too long to upload. The upload isn't too bad, but with the already mentioned health issue, if the nanosuit uploaded is seen, which he will be, even in cloak, he will die. The time limit being short means that the attacks don't have much of a chance to be sneaky, and given the slow upload on health issue, this becomes a big problem. Even if the attackers kill all of the defenders, which is rare, because the only effective way of doing this is stealth killing, then they still have to upload the intel. This would also be okay, if all the already mentioned problems didn't mean there is almost always about 30 seconds left, not ever long enough to get to the intel and upload it. So then you lose, even though all the defenders are dead and you are uploading. Remember the intro cutscene in campaign, where Prophet takes down about 10 C.E.L.L. guys, an APC and a helo? Yeah, that's what a nanosuit can really do...

Second, the suit. Don't get me wrong, I love the nanosuit, the concept, the idea that you can't sprint and then expect to have full armour as soon as you find someone, or something like that. The problem is a few of the features don't work well enough, and some used to. The drain is okay, but it needs to recharge just a little bit faster. If you look at the video for Air Stomp you'll see that as soon as he power jumps he's getting energy back. Right away, no delay. That's how it should be. No, wait, it should be Nano Recharge speed and Nano Recharge should be instant. Yeah. Another thing is Armour doesn't seem to absorb enough damage. It's supposed to make you lose energy instead of health. Well, not entirely, but pretty well. I find myself, with Armour Enhance, and "Health Critical" and a blurry screen with half my energy left, that needs to be fixed. Cloak has two huge problems too. First, it's WAY to easy to see. I don't camp, I don't like camping, it's boring so that's not why I'm saying this, but I find that if I'm cloaked and not moving if someone comes in to clear the room they'll see me almost as if I wasn't even cloaked. And no, they didn't all have Cloak Tracker. The Beta had amazing cloak, you didn't have the annoying hexagons, but most importantly, you didn't have a colour. I was swimming underwater at Pier 17, in cloak, a good 5 feet down, and someone saw and killed me. That should NEVER happen. Cloak was great in the Beta, but is honestly not useful how it should be now, also because: You drain cloak really fast, which is okay, but you drain it faster while moving. What? Armour should be use while mostly not moving, and you become a tank, but cloak is supposed to be used for flanking and sneaking, you SHOULD be using it on the move. Punishing movement with cloak both robs it of its usefulness and promoted camping.

Third, optics. Specifically, the Grendel with a Reflex sight. It's overpowered and almost game breaking. You would think, after the disaster that was the M16 w/ Red Dot in Call Of Duty 4 (great game otherwise, though it is the only good COD imo) game designers would have learned that close range, red dot optics on no recoil, three round burst, long range weapons was a BAD idea. They got it right on the SCARAB, close range gun = no Assault Scope. Why they didn't on the Grendel is beyond me. Also, they removed the suppressor for the SCAR. I guess that's because it would have eleven attachments and you couldn't unlock them all if you didn't put in your hologram code. But still, why not remove, I dunno, Extended Mag? It has 40 rounds, you really shouldn't need 50. Worse than that, if I want a Scoped/Suppressed/Full Auto weapon, my ONLY option is the Feline. What??? Other than not being the Jack-Of-All-Trades gun I was intending on making, why do the SMGs have Scopes and not the SCARAB?

Finally, and most importantly, melees. The melee system was amazing in the second Beta, but now, it's broken. Totally broken. In the Beta it was rare for anyone to get a melee kill, how it should be and quite honestly refreshing in a first person SHOOTER. Now its a mix of COD and Halo melees. If you're up close, the fight is settled with a melee, unless you're really good with a shotgun, but even then you'll lose a lot. And both relating to melee and otherwise, there isn't enough penalty for attacking while cloaked. I can't emphasize these the melee and cloaked shooting enough, they desperately need fixing.

While the game is still mostly playable with these issues, coupled with the lag issues and the rest, it all really needs to be fixed soon, or people will just start playing something else, and I really don't want that to happen.
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cheryl wright
 
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Post » Mon Dec 05, 2011 11:25 pm

Really? Nothing? :(
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Siidney
 
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Post » Mon Dec 05, 2011 7:44 pm

I agree.
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Ellie English
 
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Post » Mon Dec 05, 2011 11:25 am

Me too.
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Eilidh Brian
 
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Post » Mon Dec 05, 2011 7:17 pm

Third, optics. Specifically, the Grendel with a Reflex sight. It's overpowered and almost game breaking. You would think, after the disaster that was the M16 w/ Red Dot in Call Of Duty 4 (great game otherwise, though it is the only good COD imo) game designers would have learned that close range, red dot optics on no recoil, three round burst, long range weapons was a BAD idea. They got it right on the SCARAB, close range gun = no Assault Scope. Why they didn't on the Grendel is beyond me. Also, they removed the suppressor for the SCAR. I guess that's because it would have eleven attachments and you couldn't unlock them all if you didn't put in your hologram code. But still, why not remove, I dunno, Extended Mag? It has 40 rounds, you really shouldn't need 50. Worse than that, if I want a Scoped/Suppressed/Full Auto weapon, my ONLY option is the Feline. What??? Other than not being the Jack-Of-All-Trades gun I was intending on making, why do the SMGs have Scopes and not the SCARAB?
Speaking from my own personal experience, the Grendel svcks. It can't kill people most of the time for some reason, with the only exceptions being when they are right in front of you or at a fairly significant distance (like the upper balcony of the coffee shop on Pier 17 to the outside of the buildings directly opposite it) and the supressor doesn't work, even on single shot (pull the trigger and you decloak when you fire, which probably isn't supposed to happen). Getting into a close range fight with the Grendel is suicide, as you get annihilated by people with SCARs, Felines, and SCARABs in 90% of the matches you are in.

As to the SCAR not having a silencer, I can see the reasoning behind it. The SCAR would be too good a choice for most players, rendering the Grendel, SCARAB, and Feline redundant (based on the games I've played, the Grendel has already been passed over by most players, since it's precision makes it useless thanks to the bad hit detection). Likewise, the SCARAB not having an assault scope is to prevent it from becoming the default gun of most players by giving a drawback to its suppression abilities- it can't reach out as far as the SCAR.
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JeSsy ArEllano
 
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Post » Mon Dec 05, 2011 1:24 pm

Sorry I'm just too sleepy to read all of that tonight. Perhaps I'll get back to it tomorrow.......
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Julie Serebrekoff
 
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Post » Mon Dec 05, 2011 4:54 pm

Yeah, good points about the weapons, but I still think the Grendel shouldn't have a Reflex, for the same reason the SCARAB doesn't have a Scope, it's not what it's supposed to be used for. That's where the balance issue is. Actually, that's where almost all balance issues in games come from, things doing things they're not supposed to.

Oh and sorry about the triple post, by brother forgot to logout of my account. ;)
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Kelly Upshall
 
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Post » Mon Dec 05, 2011 9:10 am

Actually, different limbs in the body would take very different damage multipliers.

If you shoot people in the foot, it's probably something like x0.2 or x0.3 whereas a headshot is somewhere along the lines of x2-x3 DMG.

So say people have 100 life, and a hammer takes around 30-50 each bullet.

Shooting them in the foot would only do about 5 damage or so, which would mean about 9 shots to kill.

I'm not sure about the actual statistics, but shooting a hammer to the head would probably be one-shot to a normal soldier, if you take note on where you shoot them, you've probably shot them in the upper arm or thigh.

If you want the reference for this, I'll search my bookmarks, it's a bit hard to find though.
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Emma Pennington
 
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Post » Tue Dec 06, 2011 12:43 am

You mean Den Kirson? That guy's awesome :D
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Dalia
 
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Post » Mon Dec 05, 2011 8:33 pm

http://denkirson.xanga.com/742784256/crysis-2/
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Victor Oropeza
 
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Post » Mon Dec 05, 2011 10:03 pm

Actually, different limbs in the body would take very different damage multipliers.

If you shoot people in the foot, it's probably something like x0.2 or x0.3 whereas a headshot is somewhere along the lines of x2-x3 DMG.

So say people have 100 life, and a hammer takes around 30-50 each bullet.

Shooting them in the foot would only do about 5 damage or so, which would mean about 9 shots to kill.

I'm not sure about the actual statistics, but shooting a hammer to the head would probably be one-shot to a normal soldier, if you take note on where you shoot them, you've probably shot them in the upper arm or thigh.

If you want the reference for this, I'll search my bookmarks, it's a bit hard to find though.
I've shot an AFK guy twice in the same game with the Majestic and it took me two shots everytime.
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Lew.p
 
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Post » Mon Dec 05, 2011 2:37 pm

Sorry i'm too lazy to read all that. Can't you simplify that like like you may have been taught in grade school?
Are you still in grade school?
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Marion Geneste
 
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Post » Mon Dec 05, 2011 4:31 pm

I really like spotting targets out for my team,

I have recon class which has visor upgrade which highlights targets when I put visor on, then all I have to do is tag them

I got 30 tag assist in one game no deaths no kills LOL, just trying help :D
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No Name
 
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