We all now how cheaters running rampart, top table is proof of that. That along with some other annoying bugs kills all the fun you take for the moment but they are all tecnical issues which has been recognized and being worked on. Thats all that can be done for the moment. We will see the counter crytek developed and report whether it fixed anything or not.
But there are other stuff that i found in this game that is unbalanced or just reduce the fun. I am gonna write them down and will try to explain why i felt they didnt fit in the game.
Now there is the nanosuit mode’s transition. I do understand getting into stealth should take time. It is a necessery nerf to an already very powerful invisibility mode(maybe too powerful=). But getting out of stealth requires some time. If you shoot in this time all of your energy will be reduced to zero as if you've fired under stealth. At the same time getting into armor takes some time as well. According to DenKirson site, uncloak penalty is 0.33 sec and armor's ramp up is 0.4. Which feels right from my experience. But these 2 transitions are not a good design as it encourages firing at your enemy as soon as you see him even if you are under stealth. This may not be the case in long range combat but as far as i've seen %70 of fights i was in, has been in close range.(im only counting the times that i could actually fire back) As shooting early will negate any advantage of waiting the phasing of armor mode as well as giving you the initiative making you score extra few bullets (also first shots are alot easier to aim, therefore headshots) and make it more likely to kill your enemy. Dont be mistaken in a fps that amount of time does matter. You do want to use armor mode in fights. Thats why it is there. To give you an advantage. And trust my word in everything being equal that is the case.
Think of this scenerio. You are traveling in stealth to protect yourself from people attacking from long distance vs. But so does your opponent and you see your opponent but you need to give a little pause for transition before attacking otherwise zero energy, no armor. And the numbers ive gave you is the game's data. You wont be perfectly hitting that it'll be more close to 0.4-0.5 sec. By that time your opponent already hit you with 2-3 bullets, that is more damage than what armor mode soaks for full hp. I thought these modes are designed for very specific thought in mind, so why starting the shooting in stealth mode is more beneficial then using armor in that situation? That makes no sense since armor is what you use in fights, stealth between fights.
There is also the nano vision problem. Im not sure if its meant to be this powerful. That is the fastest way to detect stealths, in naked eye you will not detect that fast and that seconds are difference between life and death. I’m using stealth enh+mobility enh so i can run around with stealth+nanowith ease but im spending half of the game in nano vision. I really dont like to play the game in red-blue stupid effect, its also very tiring to my eyes. I feel like it would be better if stealth was made more visible so i could actually enjoy graphics.
Now lets talk about suit modules. I think some of them cannot compete with other modules in same tree and some of them plain useless or badly designed. So i am gonna compare them with each other :
Power Mods:
Sidepack: Only thing it does is to give you a mag for each of your weapons per upgrade. one extra mag doesnt worth giving up a module slot in my opinion so this is rather weak module.
Point fire enhance, aim enhance: These 2 feel like they are a half of each other. It feels like they should be merged as increase of accuracy of your weapons. Instead point fire increase accuracy of hip fire, aim enhance increase accuracy of ironsight accuracy. And their upgrades are not that well. Point fire upgrades are basically there to fill the upgrade slots. You could have easily put description reduces the spread of all weapons instead of dividing it to primary/secondary/mounted guns.
This 3 mods are the only ones that i think needs some work. Others are well thought and provides diverse bonuses.
Stealth Mods:
Cloak Tracker: I find this extremely useless mod. We already have nano vision for detecting stealths. And it is less effective than that too. It never helped me catch a stealth guy. When i did, it was because i either detected him with naked eye or nano vision.
Jammer: Bad choise i think, some might like this mod but what it does it to actually warn your enemy that he is close to you. Think it as if you give your enemy free proximity alarm mod. It makes him hunt you down. (and you can still see red dots when jammed i believe, havent seen enough ppl use it to confirm)
Visor Enhance: This is kind of decent choise maybe but compared to benefits of stealth enhance, blind spot and covert ops, this feels weak.
Armor Mods:
Armor Enhance: This mod lets you roam around in armor mod without slow debuff. Its energy drain is pretty minor anyway. But there is an inherent flaw in that theory. If you roam around in armor mode you are easy kill by stealthers. They will always open on you first and often enough you will die before you could return fire. If you'r not gonna use it that way its gain is pretty minor. You also cant use slide at armor mode. A possible buff could be to increase damage reduction of armor mode from %35 to %40-42(a small but noticeable buff). It'd be more useful.
And Threat Tracer has a very limited use.(baiting snipers that is, seeing where someone is shooting you from when you havent seen him doesnt help your survivability. At that case just speed the hell out of there)
Its not alot but its still there, and i would expect something like a permenant speed bonus from power mods(after all its merged with speed mode from crysis 1) And some upgrade bonuses are quite useless or have very very limited uses.
Now, in my opinion each will improve the multiplayer experience if adressed. But these are not the only things that plagues the game. The biggest issue i felt is that this game has no feel of teamwork. Most of the time i feel when playing team instant action, we are just like headless chickens running around. Everyone is doing their own thing.(You will know what i mean if you’ve ever played Battlefield). That is the case in most of the game modes, only exception is maybe to a degree crash site. Since the objective unites the people on something common. And i do believe that problem lies in map design to some extent. I am not talking about visual quality here, its rather path designs. Most maps ive played as very open world that we can jump around run vs do all kinds of stuff. Now that freedom is good but it also creates a problem. Since there are hundred ways to get from A to B people you and your teammates often wont be moving together quite often. That does make me feel like i am playing with bots. There is also another problem with map designs as such they are so open you cannot shoot at your enemy without getting shot at from different guy. You will be visible from countless angles and you will be finished of by some random guy when you kill someone or the same guy will help killing you before you finish off your target.(this happens too often) That is not fun. That is horrible in fact. Dont tell me try to move with taking your back at cover. There is no such thing in these maps(i am not counting camping, and i believe everyone agree camping = svcks). You will always be visible to some parts of the map unless you always move inside the structures.
There is of couse the spawning system. I've experienced these many times. ive spawned right in the line of sight of enemy making him kill me before i could understand whats going on. This even happened when we start the map. Ive also been in the other end of it, seeing people spawning right in front of me and giving me free frag. Also i know at some maps game just have a fixed spawning area, that u need to run from your base, all the way to combat area just to start shooting. That long runs are really not fun and there usually a guy in between picking up on runners or a sniper that kills the people on the way. That forces you to march very carefully and slowly each time you spawn. That is not really fun either. While i do understand how hard it is to make good spawn system without making it predictable but it is a requirement that we wont be spawned on enemy's way/line of sight.
There are also some minor things that i’d like to add before ending my post.
1. Team instant action is way too short. It should be more like 100-125 tickets not 50. And Crash site needs more tickets as well(225-250 maybe). I feel like server just cuts in in my action.
2. Rifle’s ironsight is just bad. The circle thing blocks your view at some distances you dont see where the hell you are shooting.
3. Stealth kill animation is way too long for a game this fast paced. Standing still for 3-4 seconds will get you killed often enough(i dont think trying to kill someone in stealth shouldnt cost us our life)
4. Marshall is inferior to jackal. Its accuracy is way too low. On single mode jackal is still better than marshall, and suppressor option in marshal is just bad, i know i had to shoot like 5 times before killing a guy that was like 6 meters away. (he wasnt even in armor mode before the 4th shots). I need 2 max with jackal at that same range.
5. There is also a bug that destroys the pistols main use. When you are out of ammo on you primary gun, you immediately switch to your secondary gun and resume shooting. We are used to that and that makes pistols have some value by itself. That in this game is bugged, because when you try to switch to your pistol it tries to finish the loading animation without actually loading before switching to pistol. That needs fixing.
6. Shooting in stealth while using silencers reduces your energy to 0. Im not sure if its intended but wanted to report(weird since you use that alot in campaign)
7. I always thought specialization would make this very interesting, for example if you take stealth spec, you will be able to pick up 2 mods from stealth instead of 1. But in that case mods needs more balancing. But a fun idea i believe.
These are my thoughts, you may not agree but that is the point of arguement. By all means, share what you think of multiplayer, what you do enjoy and what you dont. (Provide why ofc). I really want this game to hold its own since its a refreshing change from CoD and Battlefield series but those 2 games are very well developed and have a very large audience. Even though Crysis 2 is a quality multiplayer game, it is based on new ideas and needs some work. I only hope devs do hear me and think about the ideas i've thrown out there. And i also hope they'll have the courage to drastically change things if things doesnt go as planned, rather then giving up on the game.(yes thats what i do fear) After all, all we want is a better more fun game.
Cheers, Fistan