One way to balance Auto Armor

Post » Thu Apr 04, 2013 11:48 am

I've heard a lot about Auto Armor, a lot of people don't like it. The ones that do like it are saying it protects them from One Hit Kill weapons. Auto Armor isn't in the game to protect against one hit kills, it's in the game to remind new players that there is an Armor mode that needs to be activated. The concept for Auto Armor is good, it's a bridge for newer players to get accustomed to playing Crysis multiplayer so it should stay.

The problem with Auto Armor is really that it allows the player to run around in armor already, but without the speed negation and without the flashing suit lights.

What if Auto Armor functioned as such:

1. It has an always on Standard. For example when the match begins the player will hear "Auto Armor" and Armor will activate. The player will now see the hexagon pattern surrounding his screen representing armor mode. The players suit will be flashing, and their speed will be slowed. Essentially they are in Armor mode right from the start.

2. After a gun fight if the player's armor mode has gone to 0% and is out of armor, and if he can run away to survive, once the suit recharges then Armor mode automatically turns on again.

In conclusion, turn auto-armor into Armor always on and disable the ability for auto armor players to deactivate armor mode. (Except when they activate Cloak. Obviously we don't want them running armor and cloak at the same time.) Once cloak drains to 0%, Armor mode is automatically activated. The only time the player using Auto Armor must turn on Armor them self is if they are in Cloak and want to switch directly to Armor mode, or by switching off Cloak. Having Auto Armor under these rules will not allow the player to have the speed of someone who isn't in cloak or armor, except when they are completely out of Suit energy, for example when you are knocked out of cloak and you have 0% Armor and 0% Stealth. And in that situation if they were to manage to survive once the suit FULLY recharges to 100% Armor is then automatically turned on again.

Armor shouldn't be automatic when the bullet hits, it should be automatic at when the player has 100% Armor energy.



Let me know what you guys think of this. I'm not a fan of Auto Armor myself, I never use it. But I do think it should be around so that newer players can get used to the game. We definitely want to have more people playing the game.
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Sophh
 
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Post » Thu Apr 04, 2013 6:56 am

I like that.
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Paula Rose
 
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Post » Thu Apr 04, 2013 1:49 am

Or they can bind Auto Armor to the preset classes, that way no module abuse; and no weapon combination abilities, the result would be a predetermined loadout for beginners to practice.

They wanna go into the big league? They have to customize classes and run the risk of no auto armor.
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Samantha Mitchell
 
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Post » Thu Apr 04, 2013 12:16 pm

it just needs a levelcap. i cant see why this hasnt been done yet.
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Ash
 
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Post » Thu Apr 04, 2013 10:30 am

i really dont see why people complain about auto armor.

its a useless module to me, your too lazy to press q?

its seems like people using auto armor are at a disadvantage because there are much better modules they could be using.
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Tina Tupou
 
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Post » Thu Apr 04, 2013 1:57 pm

I'm not really seeing any new ideas guys, Coolguy I know you hate it, I do too, but having it only on the pre-set classes means people can still use it in it's current form and since it's still unbalanced that doesn't really solve the entire problem.

The level cap idea has shown a mixed reaction from the forum goers.

People using auto armor are NOT at a disadvantage because they could have another perk chosen. Auto armor is a direct advantage because it allows the player to essentially run around with no speed penalty and no flashing suit lights while remaining in "armor" mode.
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WTW
 
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