A Few REALLY Needed Balance Changes

Post » Wed Dec 07, 2011 8:08 pm

This isn't to complain about lag, or bugs, or glitches, even that grain one, I've never gotten it. In fact, I don't suffer from most of the problems everyone is complaining about. However, it is about time that a few issues are fixed in terms of game balance. This isn't something just against this game, every game has balance issues, an a stellar example of getting them fixed is Bad Company 2. This game needs some of that love.

-Melees. They are stupidly overpowered. 90% of the time I lose a close ranged fight, the other guy ends it with a melee, and it's usually after he fails hardcoe at killing me with his gun. I've seen so many people empty their whole mag of Jackal or extended Feline (55 rounds!) and not kill me. I you can't kill a guy with 55 rounds of Feline you should have lost the fight, but nope, click RS, click RS, click RS over and over until they're dead. Sometimes they just do it instead of using their gun, and I don't mean if they have a sniper rifle, or and AR with a scope, I mean a Feline, or Jackal, or Marshall, or SCAR Reflex. There's no excuse for svcking that much, they even do it when I didn't know they were there, either not moving or fighting someone else, just RS RS RS RS. And that's what they do, just hit the button over and over, sometimes 5 or 6 times! This melee is like CODs or Halos: it svcks and it's almost gamebreaking. Anyone, with any gun, can do it anytime they want, making shotgun not enough of a threat. Shotguns are supposed to be bad at range and REALLY good up close, in the same way sniper rifles are bad up close and REALLY good at range. If you know they have a sniper, it's like "Holy ****, watch out there's a sniper!", and that's the kind of fear that a shotty is supposed to create up close, but if everyone has a tracking, lunging, autoaimed, two hit kill melee, it can't. At the longest of ranges, you WILL lose to a sniper, and it's supposed to be the same up close. BC2 is the only game I've played that has a balanced melee system. All they need to do to fix this one is make VS Power melee 4 hit kill, keep VS Cloak one hit, and make VS Armour do NO DAMAGE.

-Armour/Max Suit. Armour svcks compared to Cloak. If Armour did it's job better that everyone might not Cloak Whore, well, maybe they still would, but at least they could be beaten better. The problem with Armour is it takes both energy AND health in MP. This means that if you have low energy and full health (which happens a lot from sprinting etc.) it won't help you much, but also if you have full energy and low health it won't help you almost at all. So unless you're perfect, it doesn't do much. What has happened to me a lot is this: Using Armour Enhance, with Armour on, at full health with 95-100% energy, I get damaged to the point where my screen is greyed out with Health Critical flashing, winn the fight, and realise I have ~60% energy left. That's horrible, I would've DIED with over half energy left IN ARMOUR! I also find myself activating Armour, and rounding a corner to find two players not in Armour, we all fire at the same time, I down one, then get killed. What use is Armour if I can't win a fight when they have two guys? Same applies to Max Suit as well. All that needs to be done to fix Armour is to use the SP Armour system, ALL damage is taken up by energy until you are out of energy, THAT would make Armour useful. (Watch the Armour Enhance video in-game)

-Feline. Somewhat related to the above part, the Feline's kill time is WAY to high. Well, against Armour it is, against normal it's okay, but you almost can't notice you even have Armour when you get killed by it. It fires at 1200 rounds per minute from a 45 round mag (55, because EVERYONE uses extended) and 5-6 hit kill, I think it's 7 on Armour, but with the lack of recoil, and ease off use, that's still pretty much a kill for sure. The Feline needs to be TERRIBLE against Armour, otherwise the K-Volt isn't much of a better choice. It should be something like 12 hit kill against Armour, that's not as crazy as it sounds.

-Grendel. The Grendel's fine, except when mounted with a Reflex. I am confused as to why is can have a Reflex, as the Scope was removed from the SCARAB to make sure it got used at close range where it belongs. Similarly, the Grendel is meant for mid-long range, and the iron sights are well designed for that, very precise, while seriously limiting vision around the target, making it bad up close. We all know how overpowed burst weapons with Reflexes get in game, CODs M16 and FAMAS, and Halo's BR's 2x scope wasn't much more than a Reflex. Since the Scope was removed from the SCARAB, the Reflex NEEDS to be removed from the Grendel.

-Extended Mags. This is silly, because everyone uses it, and since weight penalties are very small, there's no real down side. This messes with the balance of everything, the new FY71 is a good example, it's 30 rounds to compensate for the fact that it's more powerful that the SCAR, but pretty much everyone uses extended on it, so really it has 36 rounds to most people, making it not much less that the SCAR, only 4 rounds, but more powerful. On some things it really doesn't matter, like the Mk.60, but the best solution is to simply remove Extended Mags from the game altogether.

-Energy Transfer/"Cloak Shooting". Yup, shooting while still cloaked. This is really, really bad. I don't really care that everyone runs around in cloak, it's not to hard to deal with, but the constant shooting straight out of cloak is getting out of hand. It does make that first round (or punch) do no damage, and that's good, but only against snipers, or pistols, or maybe shotguns, because against an AR or Feline, it really doesn't matter. It also drains all of your energy, but everyone just uses energy transfer so they can just cloakshoot/kill you/cloak instantly. That's what needs to stop, and I really douby ET was intended to be used that way. The best thing to do is simply make Energy Transfer NOT GIVE YOU ENERGY if you have 0 energy. If you 0 energy, you either cloak shot, or you have terrible energy managment, so it's really not unfair to do that.

Next are a few things that are underpowered.

-Marshall. While it is usable, it's horrible spread make that Jackal simply better. Solution: make the spread smaller. (See the Prox Alarm and Tracker videos in-game)

-M2014. In a similar way to the Marshall, it's not bad, the DSG-1 is just better. Sure it drains all of their energy, but two hit kill is two hit kill. More importantly, the scope is not lined up properly. Equip the Hologram, switch to the Holo so the crosshair appears, then switch back the the gun, the crosshair will stay. Notice the scope crosshair does NOT line up with the hipfire one. The hipfire one is right. Solution: maybe only fix the scope.

-X-43 MIKE. It doesn't need a buff; Armour does, that would make this useful. If the SP Armour system was implemented, it would be a good choice of weapon.

-AY69. It's terrible in terms of damage, I know it should be pretty bad because it's the full auto, high rate of fire sidearm, but it's TOO bad. It's 8 hit kill. It only holds 25 rounds. M12 Nova: 4HK + 20 rounds = 5 kills. Hammer: 3HK + 9 rounds = 3 kills. Majestic: 2HK + 6 rounds = 3 kills. AY69: 8HK + 25 rounds = 3 kills. If you were perfect you'd get 3 kills against non-Armoured guys, but that's not realistic, usually one mag won't cut it. It should be upped to 5 hit kill, and that would make sense too, the pistols would be 2, 3, 4, and 5 hit kill. That would give it the potential for 5 kills, but that's pretty much impossible, MAYBE 2 kills realistically.

-JAW. It svcks now, bring back the old one, it's not like it was abused, Frags are just better now, what's the point of a Rocket that isn't OHK most of the time. Yes, most. Also, what's the point of it if I can't take down a Gunship with it because it's too damn slow. Well, it can stay slow, but at least make the damage better so it's usable.

-Detonation Delay. Needs more delay and less detonation, bring back the old one.

That's all I can think of for now, please don't post anything about the grain glitch etc. There's dozens of threads that are for that stuff.
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Jordyn Youngman
 
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Post » Wed Dec 07, 2011 2:43 pm

I disagree with the suit stuff. I think the suit is balanced fine. Actually, with many things, its so hard to say that a game element should be balanced one way or the other, its all so subjective.

However, I would agree with you that the Marshall should be more effective, I also have tried shooting the Gauss rifle, across the middle of Lighthouse, to the building at the end, and after careful aim and keeping my scope straight on a non-moving target, after firing, the actual shot looked like it hit the top RIGHT of my scope sights. Like, completely off target, which was annoying, so Id agree with a gauss improvement.
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Skrapp Stephens
 
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Post » Thu Dec 08, 2011 3:46 am

This isn't to complain about lag, or bugs, or glitches, even that grain one, I've never gotten it. In fact, I don't suffer from most of the problems everyone is complaining about. However, it is about time that a few issues are fixed in terms of game balance. This isn't something just against this game, every game has balance issues, an a stellar example of getting them fixed is Bad Company 2. This game needs some of that love.

-Melees.

-Armour/Max Suit.

-Feline.

-Grendel.

-Extended Mags.

-Energy Transfer/"Cloak Shooting"

Next are a few things that are underpowered.

-Marshall.

-M2014.

-X-43 MIKE.

-AY69.

-JAW.


That's all I can think of for now, please don't post anything about the grain glitch etc. There's dozens of threads that are for that stuff.

All these topics that you posted in the original post Uranium are unbalanced because of this current hit detection system. This current 2-d hit registration system COMPLETELY wrecks the balance of the armor/cloak along with the weapons and modules. If there is going to be balance in this game, the first thing that needs to be done is to change the hit registration to a 3-d plane so that the suit's properties and weapons will flourish in their designed situations. This game doesn't need tons of hotfixes to get balanced, it needs to put emphasis on player input concerning aiming by focus on leading/anticipating the target in the 3-d plane.

The current aim assist we have now isn't designed for a 2-d plane hit registration, it indicates that it was created for a 3-d plane hit registration because the player doesn't control the y-axis(up&down on the anolog stick) to get a kill. That is needed for a 3-d plane hit registration because it frees up the players right anolog stick to focus on leading/anticipating the target rather than controling the bullet spread in a small coned area. Once this game has a 3-d plane hit registration, the mass majority of everything on this list will be balanced THEN if minor calibations need to be done, then comes 1 or 2 minor hotfixes should be implemented.
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lucy chadwick
 
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