Combat needs just a bit more fluidity (suggestions)

Post » Sun Feb 10, 2013 9:57 pm

Pretty much one of the cause of some balance and gameplay problems,the combat lacks a lot of fluidity.

Fluidity is not just moving around fast,fluidity is using locomotion in the battle,and being able to chain the moves you have in mind,integrating the 1v1 encounters inside all the chaos,instead of feeling like isolated battles.

A fluid game looks like the player is on a constant ,let's say timeline : movejumpkillcoverstealthshootjump etc and this goes on until the end of the match

A non fluid game feels like : move--jump---aim--shoot--move-cover and on

Now for a Crysis game,and already having all the new moves such as ledge grab and slide,IMO it should be closer to the first.


The movement is a great job so far,but my concerns lie on the aiming and firing part,it feels like a different game when you stop moving and the shooting actually starts,suddendly both are nailed and the hipfiring begins,until one is dead,like the game paused for 10 seconds,then the fluidity continues

Some ways that could improve upon this,and free the players more enabling them to flow more into combat are these.


- Increase strafe speed when holding shift,or just increase the current one. This will carry a bit of the game speed into the actual combat and stop players having to be nailed on the ground

- Remove or lower accuracy penalty when moving while ADS,and make iron sights more stable. This allows for horizontal dancing instead of just both rushing onto each other

- Integrate manueverability into the game and remove it as a perk

- Remove movement penalty when firing (there is a penalty,isn't there?)

- Make mouse more responsive or allow RAW input

- Faster ADS when walking and when ADSing from sprints


if people have anything to add post it


My 2 cents
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Annika Marziniak
 
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