Ideas on Weapon Balance and Some Other Things

Post » Wed Mar 06, 2013 4:45 am

Hey guys.

I just unlocked Scar and played a few rounds. Either Scar is OP or other weapons are crap. Based on that I have a few ideas. Let me note that I haven't played the game enough to have solid opinions. I wish I had more play time but I want to write this anyway because a patch is being prepared.

What I suggest is to have a kind of brain storm on this subject and help developers, especially CryJohn while they are working on a patch including weapon balance.

At this point game seems uncomfortably random and if you can't find patterns on a subject, it becomes boring.

Since we don't know the values I can only make generalisations and my general idea on weapon balance is based on Scar itself. I think we can put it in the middle of the chart and place others according to it.

Scar:

Effective range: Middle. This weapon is OP at it's current state. I think a 20% nerf may balance this weapon and we can place others by values of this.

Scarab:

Effective range: Close to middle. Faster fire rate, reduced damage especially over distance. The fire rate is the killer part of the weapon. It's between Feline and Scar. Very hard to kill at long range.

Feline:

Effective range: Close. Faster fire rate than scarab, reduced damage especially over distance. The fire rate is the killer part of the weapon. It's between Scarab and Typhoon. Hard to kill at middle range.

Typhoon:

Effective range: Close. Close combat monster, useless at middle and long ranges.

FY71:

Effective range: Middle to long. Lower rate of fire, higher damage. Very hard to kill against close range weapons. Also harder to kill at longer ranges. Not a precision weapon.

Grendel and Takedown:

Effective range: Middle to long. Precision weapons. Low spread but not outperforming close to middle range weapons.

Shotguns:

Effective range: Close. Useless at middle and long ranges. Marshall to have higher damage, jackal to have lower damage but auto fire. Jackal is also OP atm. (I don't like to play with shotguns and didn't play with them in C3, I'm just assuming).

Heavy weapons:

Effective range: Middle to longer ranges but not more than that of FY71. Low rate of fire, high damage, hard to control. Need to be stationary to be effective while other midddle-long range weapons have less spread then these.

Sniper Rifles:

I think these need a very slight buff regarding accuracy on the move or can be left as they are.

Alien weapons:

I really don't have clear idea on these. But in general I think they shouldn't be like a kill streak bonus. They can be there just to spice things up.

Pistols

Effective range: Close to middle. No chance against any rifles, just to finish the already damaged opponents, in general.

Laser:

Effective range. Close range. Hard at middle ranges, very hard at long range.

Maneuverability:

A slight nerf. 15% increased movement maybe.

Jumps

Increased cool down, slightly, to prevent bunny hopping.

Grenades:

Not much of a problem but I noticed something. You can throw them more than 50 metres which is strange while you can't control some weapons without attachments at 20 metres. Don't know what to do though.

Attachments:

Don't make weapons useless and with random behaviour. Increase base value of weapons naked. Have attachments increase effectiveness, not that making useless weapons playable as they are at the moment. Attachments should be in give and take condition.

This is one of the main reasons of lack of weapons balance in my opinion.

Ranges:

Hardest thing to define; considering the fast nature of the game, relatively small maps and condition of weapons. I'm not 100% sure about these.

Close range: 0-8 metres.
Middle range: 8-25 metres
Lond range: 25 metres and beyond.

Air Stomp:

If possible give immunity against air stomp to players around objectives such as crashed pod. It might be funny to stomp someone but right now nobody tends to play the objectives because of so many attack angles. Especially because where air stomp coming is unpredictable. I'd actually prefer air stomp as a module like in C2 but no problem as it is as well.

I don't know if I missed something or fail to clarfy certain things but I'm writing these in a hurry. Sorry for any unintentional errors.

What do you think?

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Your Mum
 
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Post » Wed Mar 06, 2013 1:13 pm

And you just broke the game...

I agree on some stuff, but making Jumping have a cooldown is silly. Scar may need to be nerfed, but not a lot(20% is actually a lot in this game).
Grendel needs a buf.

The Alien sniper rifle needs a re-designed crosshair, aiming with the current one is horrible. I miss a lot for some reason even when I aim perfectly.

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Victor Oropeza
 
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Post » Wed Mar 06, 2013 2:04 am

How?

And you just broke the game...
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Emma-Jane Merrin
 
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Post » Wed Mar 06, 2013 8:23 am

Because you want to change *everything*, not just a single gun, but crucial gameplay mechanics.
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Mel E
 
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Post » Tue Mar 05, 2013 8:58 pm

Edit: Air stomp and attachments added to OP.

I can't see how everything is changed. But I'm in the opinion that the balance issues lie deep in the perspective in the first place. That's why I suggest to change so many things rather than 1-2 OP or UP weapons.

Because you want to change *everything*, not just a single gun, but crucial gameplay mechanics.
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Shirley BEltran
 
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Post » Wed Mar 06, 2013 12:34 pm

I agree that the game is not OK, needs rebalancing, but just specific things. I am too lazy to make the list of things that need to be fixed. And my list is the *true* list, with bugs/op/up stuff that *truly* need to be fixed.
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James Shaw
 
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