I think i've narrowed down the issue with the Scar.

Post » Sat Apr 06, 2013 4:41 am

Well, i believe i have atleast, i was recording some footage earlier today, and i would play back all the footage i captured to anolyze; to see what goes right or wrong in this fine game. While observing my footage i came across some very surprising and concrete facts. During some of the footage i ran around with the Takedown, which is a weapon that excels in mid to long range, yet in my footage Fully Autos had nearly the same range as a Takedown DMR, and a faster TTK.

Reasons i Believe the Scar in Practice is too effective.

-Damage Multiplier at Point Blank, gives the same effectiveness as a Marshall, if not faster.
-Tap Glitch, enables the Scar to engage exceedingly distant targets.
-High clip size allows for one of the most forgiving guns, only 3 bullets short of the OGR's clip.
-Combined with attachments and Rapid Fire, the manageability of the gun is far to forgiving, say in comparison to a Takedowns recoil.
-Hipfire accuracy is far too precise with a laser equipped, making it the most optimal choice of gun to use hip fire with, combined with its high clip.

I admit, the gun itself it very tame in its default stage, but no other gun in this game (besides the scarab) is equally adaptable to any situation. One of the most pressing issues currently is the Tap Glitch, in which most people are actually thinking it a "game mechanic," and qualifies as bursting, this glitch is currently my bane, as it renders the Takedown near useless at mid Range engagements against "Tap Fire" AR's.

My initial request is to have a system as in the BF3 AR's, in which the initial first bullet is always the one that carries the most recoil, and from then throughout is much more manageable, this would discourage the Scar wielder and force them to understand the weapon is not designed for long range, but is still manageable to a degree. I know Crytek still carries this line of code, as it was in C2, and was a penalty for shooting from cloak. Although i don't believe it should be as extreme.

Bonus: Unrelated

Check out this awesome hit detection.


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Dan Wright
 
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Post » Sat Apr 06, 2013 12:39 pm

yawn....save this for later. Right now the red dot is on AA. Only 1 nerf at a time sonny.....
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Add Meeh
 
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Post » Sat Apr 06, 2013 12:44 pm

yup, pretty sums up to what makes this game broken :)
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Harry-James Payne
 
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Post » Sat Apr 06, 2013 6:07 pm

Nice finds with good explanation, unlike the few trolls who discredit anyone pointing out possible balance issues.
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~Sylvia~
 
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Post » Sat Apr 06, 2013 11:31 am

Just wait, when they fix the tapping ppl will use ae3........and you will cry for a good old fashioned lynching of that module....The forum nerfing thread potentials are endless! I gotta stock up on popcorn.......
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JaNnatul Naimah
 
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Post » Sat Apr 06, 2013 11:02 am

(....)

-Damage Multiplier at Point Blank, gives the same effectiveness as a Marshall, if not faster.
-Tap Glitch, enables the Scar to engage exceedingly distant targets.

(....)


The first point is 100% true, it's retarded and must be changed. The second point is hillarious, first off, the scar has almost no recoil when tapfiring IRL. Also the scar's effective range is way higher than it is ingame. Idk how large the maps in crysis 3 are, but for example, you could easily shoot from one end of the hydro damn to the other. That's not even half of the scars effective range. Magazine too big? Hipfire too accurate with laser? Guess what, if it would be realistic, most of the shots would end up hitting where the red point is pointing at.

Also, stop comparing everything with the takedown only because you like to play it. I mean, one is a fully automatic AR and one is a singleshot weapon, it's two completely different things, even though i think takedowns recoil is way too high.

Edit: Made some edits to make my post not too insulting, because it might hurt your feelings. again.
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(G-yen)
 
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Post » Sat Apr 06, 2013 6:02 am


Also, stop comparing everything with the takedown only because you like to play it. I mean, one is a fully automatic AR and one is a singleshot weapon, it's two completely different things, even though i think takedowns recoil is way too high.

Edit: Made some edits to make my post not too insulting, because it might hurt your feelings. again.

I compare the Takedown because its the pinnacle of recoil management, i enjoy the takedown mostly because others cannot. It should always be used as the reference weapon when it comes down to stopping power. I also don't "only" play with it, i use the Grendel & DSG at the same pace.

Please, do not let my feelings get in the way of your ego, do go on.
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quinnnn
 
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Post » Sat Apr 06, 2013 1:58 pm

well on ps3 the scar useless past 3/40m so i hope the scar not nerfed for the ps3/xbox side i cant speak for PC and im sick of not getting the kill on noob/"pro"s that use AA it take 2 shots from gauss/bow and then even more with a norm gun its BS im sorry there no way it should stop the OHK if i can get close to a sniper/bow user and blow him a way from CQ then why cant they get the OHK from long range dose not make sens to me.
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Farrah Lee
 
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Post » Sat Apr 06, 2013 5:34 pm

The tap "glitch" works for any automatic weapon. After the last patch, I found it easier to make long range kills with the scarab.
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kyle pinchen
 
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