Reduced Headshot Damage :(

Post » Thu Dec 31, 2009 6:44 am

The new patch goes live tomorrow and I noticed that crytek is going to reduce the headshot damage multiplier from 1.8 to 1.5 times damage. This disappoint me, games like this where it requires alot of bullets to kill an enemy are made better by effective head shot, IMO it adds an element of skill to the game as where someone who isn't as skilled wouldn't try shooting for the face. Which only means that the more experienced players walk away from 1v1's successful 9/10.


I'm just kinda disappointed, it isn't a large decrease but i'm sure ill notice it especially when I try to 180 and get a nub who got the first shot off. Generally head shots are what make those fights for me. What do you all think about this?

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Eilidh Brian
 
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Post » Thu Dec 31, 2009 11:05 am

tomorrow's patch ain't the dx11 one, oh and if you want the full benefits of dx11, you gonna need a dx11 graphics card, all of the newer ones use dx11.
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Céline Rémy
 
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Post » Thu Dec 31, 2009 6:17 am

tomorrow's patch ain't the dx11 one, oh and if you want the full benefits of dx11, you gonna need a dx11 graphics card, all of the newer ones use dx11.


Srry about that ill edit the op.

Any idea if a GTX460 is capable of DX11?
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neil slattery
 
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Post » Thu Dec 31, 2009 4:18 am

Its simple the headshot ratio right now give sometimes BS spray and pray head shots. It makes no sense and that is why there lowering it but still making it enough for snipers to OHK.
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xemmybx
 
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Post » Thu Dec 31, 2009 8:49 am

The higher the damage multiplier, the more likely a stray bullet in a random spray will kill you. 1.5 is a great multiplier. It rewards skill without rewarding helpless spraying.
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sexy zara
 
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Post » Thu Dec 31, 2009 3:06 pm

tomorrow's patch ain't the dx11 one, oh and if you want the full benefits of dx11, you gonna need a dx11 graphics card, all of the newer ones use dx11.


Srry about that ill edit the op.

Any idea if a GTX460 is capable of DX11?


Yes it is, get the new beta driver GeForce Driver v275.27 for mega performance >>

http://www.nvidia.com/Download/Find.aspx?lang=en-us

The last one (270) had some bugs.
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Cat
 
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Post » Thu Dec 31, 2009 10:10 am

THNX alot SLI^^^


The head is a pretty small target. Even if it was, hypothetically, a 1 kill it'd still be fair. The whole point of multiplying head shots is because its a harder target. Even if the head shot was a 1 hit kill I wouldn't mind it id just make headshots all day. In short a player like me would probably benefit more from an efective headshot than a "sprayer". IDK maybe i'm wrong.

Lets say your getting shot in the waist by a random player from behind. If you are a more experienced player you could 180 and land the shorter amount of head shots to get the kill. That along with strafing and map knowledge is what makes a skilled player isn't it?
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Ashley Clifft
 
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Post » Thu Dec 31, 2009 5:59 am

I am so fed up of 1 random bullet smacking me in the head with an insta kill so I very much look forward to this change.
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ladyflames
 
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Post » Thu Dec 31, 2009 6:12 am

I am so fed up of 1 random bullet smacking me in the head with an insta kill so I very much look forward to this change.
No offense but you should probably be utilizing this to help you get more kills. Kills that would allow you to look past the so called "random head shots".
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Charlie Ramsden
 
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Post » Thu Dec 31, 2009 6:07 am

Well TBH i'm quite positive about this change. You see this aint normal shooter this is sci fi shooter where we have special suits which are protecting our asses. It would be quite dull and stupid if you could have landed 1 shot to the head with this special suit. Current gameplay is like everything is super protected and takes 6 to 8 bullets and head shot takes like 2 which isn't really fair because u can land HS kill so easily. Key to this MP is to have fast yet effective and lasting 1v1 combat unlike CoD or BF where 2 bullets to the chest is enough.
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Chris Cross Cabaret Man
 
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Post » Thu Dec 31, 2009 9:23 am

i am also very happy with this change.But i am seriously unhappy of mobility enhance effectiveness being reduced.
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JR Cash
 
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Post » Thu Dec 31, 2009 11:19 am

...unlike CoD or BF where 2 bullets to the chest is enough.


that statement isn't true at all for Battlefield BC2, have a look at the damage stats:

http://denkirson.xanga.com/722757523/bad-company-2/
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gemma
 
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Post » Thu Dec 31, 2009 3:34 pm

You see this aint normal shooter this is sci fi shooter where we have special suits which are protecting our asses. It would be quite dull and stupid if you could have landed 1 shot to the head with this special suit. Current gameplay is like everything is super protected and takes 6 to 8 bullets and head shot takes like 2 which isn't really fair because u can land HS kill so easily. Key to this MP is to have fast yet effective and lasting 1v1 combat unlike CoD or BF where 2 bullets to the chest is enough.
Say whatever you want about the helmet protecting your head. But I agree this is a sci fi shooter and as such it shouldn't require only a few bullets to the chest, but by making the headshot damage stronger you are giving skilled players the ability to PWN people who were shooting them from behind.

For instance in RFOM it required 22 bullets to the chest to kill someone and 11 to the head. Thats a great headshot multiplier. Crytech shouldnt be lessening it to make this game more like cod.

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Avril Louise
 
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Post » Thu Dec 31, 2009 12:46 am

I think considering the supposed supersuit of armor people are wearing that damage multipliers should be slightly reduced across the range. I know this is supposed to be a fast-paced run & gun but I think it would improve things if you had the ability to survive that touch longer to maybe get to cover or use the suits mobility. I'm talking about a subtle change, not turning every soldier into a walking tank.

At the moment it seems it's all about who spots who first because you go down pretty much instantly.

Either that or a slight buff to armor mode, again that seems to make very little difference to survivability.
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DarkGypsy
 
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Post » Thu Dec 31, 2009 3:54 am

I am so fed up of 1 random bullet smacking me in the head with an insta kill so I very much look forward to this change.
No offense but you should probably be utilizing this to help you get more kills. Kills that would allow you to look past the so called "random head shots".
I don't think this change is necessary per se, but it does get annoying to have your killcam show someone spraying (going up, down, left and right) and just getting one single hit. In your head. Killing you.
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Thomas LEON
 
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Post » Thu Dec 31, 2009 3:38 am

I actually like the HS multiplier as is, when ur on a high ping server, it gives u that additional advantage that lets you play competitively. That said I do also believe that this random spray situation is quite frustrating. Crytek should be looking to impose some sort of persistent degradation system to armour mode (ie. one shot to a specific area of the nanosuit deals x damage, two shots to the same area deals 1.2x and so on till the opponent is dead. That way random sprayers wont come off nearly as lucky as they do now :D
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Siobhan Wallis-McRobert
 
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Post » Thu Dec 31, 2009 3:35 am

i am also very happy with this change.But i am seriously unhappy of mobility enhance effectiveness being reduced.

Yeah, having one module that isnt 10 times better than all the rest will make choosing a power module hard now.

As for the headshot damage being reduced, I agree with the change. The lower multipliers on arms and legs still promote aiming for the right spot. The headshot multiplier was ridiculously high, now it will be more about who can consistently aim for the right spot rather than glancing over it or getting a lucky spray.

Weve all seen those horrible players who move their sights around in circles, etc while aiming hoping to get a headshot.

Im also pretty sure the current headshot multiplier is 2.2 and not 1.8. The DSG-1 deals 61 damage and OHK to the head. A 1.8 multiplier would not be enough for a 61 damage shot to OHK to the head.

Player health = 120
DSG-1 damage = 61

61 x 2.2 = 134.2 damage
61 x 1.8 = 109.8 damage
61 x 1.5 = 91.5 damage
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Samantha Pattison
 
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Post » Thu Dec 31, 2009 3:44 pm

I don't think headshot damage should be changed, we've all got use to it now and I think it works well.
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michael flanigan
 
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Post » Thu Dec 31, 2009 10:25 am

I don't thin headshot damage should be changed, we've all got use to it now.

I think headshot damage should be less to kill and body more. You can put the same amount of rounds into someone's foot as their head and it seems to do the same damage.

Also hitboxes need a tweak, I've seen people shoot above my head and completely miss in a killcam and still get a kill.
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Ymani Hood
 
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Post » Thu Dec 31, 2009 4:15 pm

IMO this is completely sh!tty. Now whwen A noob is shooting me in the back i have a MUCH less chance of killing him. This game is just becoming cod with nano suites!!! 0_0!
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Horse gal smithe
 
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Post » Thu Dec 31, 2009 3:34 am

THNX alot SLI^^^


The head is a pretty small target. Even if it was, hypothetically, a 1 kill it'd still be fair. The whole point of multiplying head shots is because its a harder target. Even if the head shot was a 1 hit kill I wouldn't mind it id just make headshots all day. In short a player like me would probably benefit more from an efective headshot than a "sprayer". IDK maybe i'm wrong.
You are wrong. Considering the size of the maps and mobility of players, the majority of fights are in CQC range. At this range a sprayer, with his increased bullet spread will have more chance at hitting your head than you will of hitting his unless you happen to ADS directly on his head, and he's standing still.

Lets say your getting shot in the waist by a random player from behind. If you are a more experienced player you could 180 and land the shorter amount of head shots to get the kill. That along with strafing and map knowledge is what makes a skilled player isn't it?
That is still the case. A reduced headshot multiplier is still a multiplier.
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Horror- Puppe
 
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Post » Thu Dec 31, 2009 1:01 am

MMAMICKEY^^^

I just don't think the multiplier is fair considering the fact that the head is a much harder target. Basiclly it would be safer to just aim for the chest instead of going for head shots and missing a few.
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Sophie Payne
 
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Post » Thu Dec 31, 2009 12:14 pm

i like the new modifier, i get less random death from people that only swipe over my player model and get a lucky headshot.
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Rude_Bitch_420
 
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Post » Thu Dec 31, 2009 3:51 pm

Does anybody remember what the headshot multiplier was in crysis wars?
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I’m my own
 
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Post » Thu Dec 31, 2009 3:32 pm

I am always aiming for the head and I haven't experienced much of a difference. For sure it's different but not that much. If you shot the head it still gives enough of an advantage to kill the enemy.
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Mike Plumley
 
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