Using Sprint-Cancelling to Improve Balance

Post » Fri Dec 31, 2010 9:04 am

Just throwing this out there-- I think it'd be an interesting way to differentiate the guns and gameplay balance a bit.

For example:

All guns currently cause sprint/jump cancelling if you are hit.

The overwhelming consensus is that this should be changed. Think of the Natascha in Tf2: players HATE when control of their character is taken away from them. It is frustrating and unfun, and makes it harder for a fleeing or escaping player, or someone trying to flank or something, to do what they want to do. It removes some elements of movement an strategy.

My suggested change is to make it such that: ALL guns continue to cause sprint/jump cancelling UNLESS you are in Armor Mode. This is a slight buff to Armor Mode.

In Armor Mode, only certain guns can cause sprint/jump cancelling.

My tentative list of guns that SHOULD (to make them more interesting/because it seems right for them):
-Grendel (helps to take down sprinting targets at range)
-K-volt (makes sense, since it immobilizes the suit)
-MK60 (high impact)
-L-Tag (and perhaps other explosives)

Guns that I think should NOT (they shoot fairly quickly. The one I feel most strongly about is the SCAR.):
-SCAR (makes it easier to escape SCAR users firing from long range-- SCAR is a bit too jacked)
-SCARAB (while its certainly not OP, its very light-feeling)
-FELINE (same as above)
-X43 (meh, just doesnt seem right)

And then, perhaps, add to Armor Enhance or a different perk: "Enemy attacks will no longer disrupt your suit".

As a perhaps interesting balance change on top of this, perhaps using the Assault Scope could move each gun a tier up. So, for example, an assault scoped feline WOULD cause a player to get stopped if they are running-- unless that player is using Armor Enhance. A player using Armor Enhance would not normally get stopped by an MK60, but if the MK60 were using the Assault Scope, they would be.

Little things like this make games FAR more interesting and add a lot more strategy to class creation.
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Damned_Queen
 
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Post » Fri Dec 31, 2010 11:57 am

Don't know if this way form my post but why should armor mode get the buff? Imo it should be a buff to all, it would obv be the most noticable in power because armor isnt as fast and in stealth you normally die when you get shot but that would surely be the fairest solution???

I agree that cancelling should be kept for cetain weapons (particularly grendel and k-volt) and for single shot modes as this would help balance but adding it to just armor mode where you are relatively 'safe' and unlikely to be running for cover (when this feature is most noticalbe and most annoying) seems fairly pointless to me...

For those interested, link to my thread:
http://www.gamesas.com/forums/viewtopic.php?f=40&t=24001
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ONLY ME!!!!
 
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Post » Fri Dec 31, 2010 7:15 am

I'll give you a cheeky bump as thanks for continuing the discussion :)
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adame
 
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Post » Thu Dec 30, 2010 10:36 pm

It's a very good idea....It's really annoying that you cannot evade when taken under fire.
The fact is, in this game you can die in less that 2secs.
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JR Cash
 
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Post » Thu Dec 30, 2010 10:00 pm

I believe Armor Enhancement III does not cancel even if it is stacked with another module that increases speed ? I was playing last night with a new module setup and when I was hit I did not notice Sprint being cancelled
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Phoenix Draven
 
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Post » Fri Dec 31, 2010 9:05 am

My suggested change is to make it such that: ALL guns continue to cause sprint/jump cancelling UNLESS you are in Armor Mode. This is a slight buff to Armor Mode.

In Armor Mode, only certain guns can cause sprint/jump cancelling.


Agreed.
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Shianne Donato
 
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Post » Fri Dec 31, 2010 10:30 am

I like the idea, too. As for the list of guns that can cancel speed, I think the k-volt is the only one that SHOULD cancel sprint in this scenario.
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Catherine N
 
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Post » Fri Dec 31, 2010 5:53 am

I'd prefer to see the cancel on any single shot and not on auto. Would make people use SS more and make burst less effective from range on a moving target.
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Sammykins
 
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Post » Fri Dec 31, 2010 7:14 am

Don't know if this way form my post but why should armor mode get the buff? Imo it should be a buff to all, it would obv be the most noticable in power because armor isnt as fast and in stealth you normally die when you get shot but that would surely be the fairest solution???

I agree that cancelling should be kept for cetain weapons (particularly grendel and k-volt) and for single shot modes as this would help balance but adding it to just armor mode where you are relatively 'safe' and unlikely to be running for cover (when this feature is most noticalbe and most annoying) seems fairly pointless to me...

For those interested, link to my thread:
http://www.gamesas.com/forums/viewtopic.php?f=40&t=24001

There just seems to be a general consensus that armor mode is missing something.

The way I see it, I'm constantly stealthed and running around. If I'm visible and out and about, its because I screwed up my energy management.

I tried playing with Armor Enhance for a while using a more visible play style. The biggest thing getting me killed was the weapon slowing-- even if I was playing as intelligently as possible and moving from cover to cover just short distances apart, I'd get slowed and it would svck.

But I guess even applying this to other modes, it would do the most for armor and power mode. I just figured it'd be more interesting to have it apply to armor mode. So, for example, if you get caught in stealth mode and get shot, you lose power and get slowed-- but if you notice someone coming and hit armor before they shoot, you're fine. Just another element of skill.

The simplest fix is to just remove it 100% for the PC version. On consoles running and escaping is always much easier and so PC games end up favoring the shooter and never giving the fleeing person a chance.
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gary lee
 
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Post » Fri Dec 31, 2010 1:31 am

I just figured it'd be more interesting to have it apply to armor mode. So, for example, if you get caught in stealth mode and get shot, you lose power and get slowed-- but if you notice someone coming and hit armor before they shoot, you're fine. Just another element of skill.

The simplest fix is to just remove it 100% for the PC version. On consoles running and escaping is always much easier and so PC games end up favoring the shooter and never giving the fleeing person a chance.

Although it makes 'sense' that is should be in armor mode, because your suit is prepared to be shot at, the feature wouldnt benefit armor as much as the other modes due to the lower run speeds in that mode. To me armor seems pretty balanced as it is (i often get the dogtag for "most fights won in armor mode") so applying to just armor would then give armor too much of a buff so fairest would be for all.

For consoles where reation and aim speed in lower due to the nature of the controller i can see it is useful but on pc its pretty much overkill. Like you said the quickest way to solve it would to remove it in the next pc patch, but like others have suggested it could be a nice way to improve balance for single shot weapons and underused ones like the k-volt and grendel.

Either way given the lack of support/people crying "OMG WHY DO I STOP SPRINTING!!! WTF CRYTEK, I HATE YOU!!!" means this feature (which according to my poll is largely supoorted to be an improvement for the game) i pretty unlikely to get picked up by the devs.... but we can always hope, haha
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Dan Scott
 
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Post » Fri Dec 31, 2010 12:43 am

The way I see it, I'm constantly stealthed and running around. If I'm visible and out and about, its because I screwed up my energy management.


Well i was talking about using power, or no cloak/armor, as a useable mode, particularly when running for cover or using a highly mobile 'shock trooper' class. Either way if the only time you are in power is when yuo are out of energy you wont be sprinting anyway so adding the feature to power wont affect you anyway. ;)

Sorry for the double post just wanted to clear that up.
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Vivien
 
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Post » Fri Dec 31, 2010 8:29 am

The way I see it, I'm constantly stealthed and running around. If I'm visible and out and about, its because I screwed up my energy management.


Well i was talking about using power, or no cloak/armor, as a useable mode, particularly when running for cover or using a highly mobile 'shock trooper' class. Either way if the only time you are in power is when yuo are out of energy you wont be sprinting anyway so adding the feature to power wont affect you anyway. ;)

Sorry for the double post just wanted to clear that up.

Yeah, its a nuanced issue.

I'm primarily a stealth player sprinting around constantly-- and I go 5 to 1 KD almost every single game I play when I'm actually alert.

Part of the reason I feel this buff should be applied to Armor Mode is that the average player, that I pwn without end, seems to rely on Armor Mode more than I do and could use anything in the way of a buff. When I myself have tried relying more on Armor, I unavoidably do worse, and it was the first time I really found myself getting annoyed by the movement cancelling as I attempted to run for cover. And as was said, it makes sense of armor mode, since your suit is gearing itself up.

I'm also of the opinion that Armor mode movement speed should be slightly increased and that with Armor Enhance, there should be no penalty at all.
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Lucy
 
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Post » Fri Dec 31, 2010 3:27 am

Fully understand your points but to me its a global issue not just an armor issue, if you are going to change the armor mechanics to improve speed/stop sprint cancel why bother have power mode at all? Crytek must have decided to change this form Crysis 1 (where armor was default) for a reason so i doubt they will change it back so a complete fix would make the most sense in terms of pure gameplay, realism not withstanding, haha
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Jeff Turner
 
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