I've spent quite some time in the game and based on my observations from what weapons, modules and attachments players are using, I believe my suggestions will make some of the community members angry, but I'd like to ask everyone to look at them objectively.
Also, I'm really missing some of the mechanics from Crysis 2 myself (one energy bar, draining energy when sprinting, ...), BUT, I will stay out of it, accept what we have in Crysis 3 and I'd like everyone else to do the same - forget about Crysis 2 and Crysis Wars and accept what we already have.
What I'm going to talk about are the things I believe are broken by design, not by its parameters. Example: I believe that SCAR is broken because of its parameters - like setting up some correct constants for recoil, spread, damage, damage per distance, etc. could result into fixing the weapon.
What I want to talk about:
- Maneuverability
- Auto Armor
- Aim Enhance
- Point Fire Enhance
- Laser
- Rapid Fire
Maneuverability
This module has somehow become a "must be". I don't even need to look at the telemetry data that Crytek surely has, to know that large percent of players is using this module. To explain what's wrong with it, I'd like to remind you how maneuverability's predecessor - the mobility enhance worked back in Crysis 2.
Mobility enhance
- Reduced energy drain from sprinting and jumping
- Increases ledge grab speed
- Faster firing after sprinting
"Increased ledge grab speed" is something that basically stayed as it was since Crysis 2, with a slight change - we now have "Increase ledge grab and vault speed". No complains about this one. But energy management has changed a lot since Crysis 2 and unlike its predecessor, sprint in Crysis 3 doesn't drain your suit energy at all. Because of that, the first advantage of mobility enhance (Reduced energy drain from sprinting and jumping) had to be replaced. Unfortunately, authors chose as a replacement something that has made this module mandatory ( = overpowered). Increased movement speed is something that is too much of an advantage for one module and it heavily breaks 1vs1 battles (in the favor of player having it equipped), players are able to escape the battles more effectively, get to the objectives much faster, etc. Increasing player's speed will always result into this module being overpowered (unless nerfed to such a value that it wouldn't be useful at all). "No fall damage" might seem as something that is not useful at all because it's not difficult to activate armor mode when falling down, but taking into account that vertical distances in Crysis 3 really means something and you need to escape fight in which you lost your armor... this makes a difference between life and death. I like that. Looking at maneuverability from top to bottom, from left to right, I'd like to see it as an "escape" module.
My suggestions:
- Armor mode should drain armor energy when it's active or (at least) when player is moving while armor mode is active.
- Armor energy should be recharged only when armor mode is not active.
- Movement speed of all players should be the same (no matter the equipped modules).
- "Faster movement speed" for maneuverability should be replaced by the perk we already had back in Crysis 2 for Armor Enhance level 2 - "Increases movement speed in Armor mode".
This way, the energy management would require just very slight changes (which should be in the game anyway in my opinion) and maneuverability would really become something that could help you avoid or escape fights when you're not ready for them. Not too bad for a module, not overpowered.
Auto Armor
This module was implemented in a good faith to keep the newcomers in the game and give them time to learn how to manage their energy and suit modes. I understand that. And I was even defending Auto Armor quite a lot in the beginning. But the truth is that this module teaches its players that they don't need to take care of their energy at all. Furthermore, Auto Armor provides better armor control even for really experienced players. If someone is shot at the back, armor is activated immediately without player taking any damage. But this is not the case for even very top-tier players. Human reaction times are somewhere between 0.15-0.3s (first values that Google finds).
My suggestions:
- Automatic activation of armor mode (while Auto Armor is equipped) should be delayed by at least 0.2s.
Why not activating armor after the first bullet? Well, maybe because I'm using Grendel which shots three bullets at once.
Aim Enhance & Point Fire Enhance
In my opinion, it's not possible to balance these two modules. Recoil and spread are parameters that should be influenced only by weapon itself and its attachments. These modules are something that should go.
Laser
Slightly better than PFE as you're revealing your position, but still something that is broken. Either the effective distance of laser is significantly nerfed, or the attachment should go. There is no hatred from my side towards laser, I just don't see many ways how to balance it. If anyone sees a way to do it...
Rapid Fire
This one is tricky. On one hand, snipers can benefit from this module (while it still looks balanced), on the other hand, combining this thing with any automatic weapon brings fire rate to the levels when 1vs1 battle really favors player with rapid fire.
My suggestion:
- switch the units for rapid fire from relative to absolute (so it doesn't do math in %, but in number of bullets shot per seconds)
How it works now:
- Fire rate increased by 15%
- Fire rate increased by 20%
- Fire rate increased by 25%
How it should work:
- Number of bullets shot per second increased by 0.7
- Number of bullets shot per second increased by 0.9
- Number of bullets shot per second increased by 1.1
(I've made up the numbers of course).
This way, the module would be still useful for players using semi-automatic weapons, but the usefulness for players equipped by automatic ones would be negligible.