Suit Mod and Weapon Attachment Balancing is Terrible

Post » Wed Jul 28, 2010 10:09 pm

FIrst off, the SP in most games is used to teach the player the fundamentals of a games mechanics to better prepare them for online play. After playing through the SP 5 times and putting in several hours into the MP, I have found that, in the case of Crysis 2, this philosophy is completely lost on Crytek.

With the exception of a few things, almost everything gameplay wise is drastically different from SP to MP.

Did the weapon mechanics teams from SP & MP even communicate with each other? Because it sure doesn't appear that way?

With the way the games MP is presently balanced the only suit mods that are useful are Armor Enhance, Stealth Enhance and Mobility Enhance. The suit enhancement mods should've been split off into their own 4th mod category.
Allowing all three Enhancement Mods to be equipped simultaneously makes ALL the remaining mods pretty useless.

As for the weapon attachments, why is it the only attribute that changes for your weapon when an attachment is applied is it ONLY CHANGES THE MOBILITY RATING?!? W T F

Reflex sight should increase accuracy
Assault scope should increase range
Silencer should decrease range
The Gauss undermount doesn't work and is completely ineffective
L-Tag and JAW need to at least have the same amount of splash damage as grenades. Hell, the JAW doesn't even work against the Ceph Gunship!

The only attachment that's worth having is the Extended Mag

Right now the only mods I use are:
Armor Enhance
Stealth Enhance
Mobility Enhance
Extended Mag

In the games current state, I find all other loadouts to be absolutely useless.
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Alex [AK]
 
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Post » Wed Jul 28, 2010 9:12 pm

it is weird how a silencer only lowers your mobility lol
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Marta Wolko
 
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Post » Thu Jul 29, 2010 1:41 am

Dude, no offense seriously you don't how to use gauss attachment, because I use it ALOT!!!

it takes two shots to kill anyone even ARMOR(Gauss bullet drain suit energy to zero, armor turns off) or headshot with gauss. Use a Reflex sight to get easy kills.

It is like mini-sniper rifle, so you need a good aim.

JAW takes out Ceph Gunship with single missle, in my case it works fine, you must having connection issues. Also to point out, 6 rounds of Gauss attachment can destroy a Ceph gunship with ease (u start with 2 cocked and 4 reserve ammo)

I use various mods Jammer, proximity alarm, enhances (really good with upgrades) and loadout pro, seems like you having hard time playing using the style of mutliplayer which is always faster than SP.

It just requires skill to use your suit modules to your style, go check forums for topic called "What Suit Modules do", There is basic guide of how to use modules to your play style
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jason worrell
 
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Post » Wed Jul 28, 2010 2:14 pm

Dude, no offense seriously you don't how to use gauss attachment, because I use it ALOT!!!

it takes two shots to kill anyone even ARMOR(Gauss bullet drain suit energy to zero, armor turns off) or headshot with gauss. Use a Reflex sight to get easy kills.

It is like mini-sniper rifle, so you need a good aim.

JAW takes out Ceph Gunship with single missle, in my case it works fine, you must having connection issues. Also to point out, 6 rounds of Gauss attachment can destroy a Ceph gunship with ease (u start with 2 cocked and 4 reserve ammo)

I use various mods Jammer, proximity alarm, enhances (really good with upgrades) and loadout pro, seems like you having hard time playing using the style of mutliplayer which is always faster than SP.

It just requires skill to use your suit modules to your style, go check forums for topic called "What Suit Modules do", There is basic guide of how to use modules to your play style

I was using the Gauss attachment from the hip at close range and 2 shots did nothing. I've used the JAW twice to take out a Ceph Gun ship and both times it clipped right through it doing nothing. It very well could be the connection though.

I fully understand how to use the suit mods, I'm lvl32 & my K/D is hovering near 3:1. My issue is more with the effectiveness of the non "enhancement" mods. I'd like to use tracker, prox alarm, covert ops, and the like but the way its balanced these mods are pretty worthless.
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Susan Elizabeth
 
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Post » Wed Jul 28, 2010 11:51 pm

Dude, no offense seriously you don't how to use gauss attachment, because I use it ALOT!!!

it takes two shots to kill anyone even ARMOR(Gauss bullet drain suit energy to zero, armor turns off) or headshot with gauss. Use a Reflex sight to get easy kills.

It is like mini-sniper rifle, so you need a good aim.

JAW takes out Ceph Gunship with single missle, in my case it works fine, you must having connection issues. Also to point out, 6 rounds of Gauss attachment can destroy a Ceph gunship with ease (u start with 2 cocked and 4 reserve ammo)

I use various mods Jammer, proximity alarm, enhances (really good with upgrades) and loadout pro, seems like you having hard time playing using the style of mutliplayer which is always faster than SP.

It just requires skill to use your suit modules to your style, go check forums for topic called "What Suit Modules do", There is basic guide of how to use modules to your play style

I was using the Gauss attachment from the hip at close range and 2 shots did nothing. I've used the JAW twice to take out a Ceph Gun ship and both times it clipped right through it doing nothing. It very well could be the connection though.

I fully understand how to use the suit mods, I'm lvl32 & my K/D is hovering near 3:1. My issue is more with the effectiveness of the non "enhancement" mods. I'd like to use tracker, prox alarm, covert ops, and the like but the way its balanced these mods are pretty worthless.

The gauss is very inaccurate when fire from hip ... I will agree with some modules are useless, because it doesn't fit the game style in MP. The enhancement modules are suppose to give you the edge, not super beef upgrade then it alter flow of the game. The Aim enhance is pretty good when using reflex sights, to can get good kills.

Can you tell what do you mean the effectiveness of a module, is in terms strengthening its effect or give it more features?
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Jamie Lee
 
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Post » Wed Jul 28, 2010 4:34 pm

Can you tell what do you mean the effectiveness of a module, is in terms strengthening its effect or give it more features?

Well like I stated in the OP split the 3 enhancement modules into a 4th mod category allowing only 1 to be equipped at any given time. This will allow you to experiment with the remaining mods that are more passive by how they function.
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Jason White
 
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Post » Wed Jul 28, 2010 12:35 pm

FIrst off, the SP in most games is used to teach the player the fundamentals of a games mechanics to better prepare them for online play. After playing through the SP 5 times and putting in several hours into the MP, I have found that, in the case of Crysis 2, this philosophy is completely lost on Crytek.

With the exception of a few things, almost everything gameplay wise is drastically different from SP to MP.

Did the weapon mechanics teams from SP & MP even communicate with each other? Because it sure doesn't appear that way?

With the way the games MP is presently balanced the only suit mods that are useful are Armor Enhance, Stealth Enhance and Mobility Enhance. The suit enhancement mods should've been split off into their own 4th mod category.
Allowing all three Enhancement Mods to be equipped simultaneously makes ALL the remaining mods pretty useless.

As for the weapon attachments, why is it the only attribute that changes for your weapon when an attachment is applied is it ONLY CHANGES THE MOBILITY RATING?!? W T F

Reflex sight should increase accuracy
Assault scope should increase range
Silencer should decrease range
The Gauss undermount doesn't work and is completely ineffective
L-Tag and JAW need to at least have the same amount of splash damage as grenades. Hell, the JAW doesn't even work against the Ceph Gunship!

The only attachment that's worth having is the Extended Mag

Right now the only mods I use are:
Armor Enhance
Stealth Enhance
Mobility Enhance
Extended Mag

In the games current state, I find all other loadouts to be absolutely useless.

You sir, do not know what you're talking about. I am lvl 13 again after rebooting my suit and I can say there are lots of useful modules that I swap and change all the time.

Armor Modules, the below are all great. Nano Recharge and Proximity Alarm are both excellent, NR possibly a bit better when upgraded to lvl 3.

Energy Transfer
Nano Recharge
Proximity Alarm

Stealth Modules - I agree Stealth Enhance lvl 3 is vastly superior to all the other modules making them redundant. I never change this module as it is useful in all circumstances. Even if I don't want to to use it I still have to because it takes so long to transition out of stealth without it you lose all your energy if your attacking an enemy.

Power Modules - Everyone one of these are excellent. Aim Enhance, Weapon Pro, Retriever, Loadout Pro are top notch. How can you say Mobility Enhance is superior to these. Retriever and Weapon Pro are alot better when upgraded.
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Averielle Garcia
 
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Post » Wed Jul 28, 2010 11:56 pm

What does weapon pro do when upgraded?
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Georgia Fullalove
 
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Post » Wed Jul 28, 2010 8:55 pm

What does weapon pro do when upgraded?

base is
faster reload

upgrade 2 is
faster Aim Down Sights

upgrade 3 is
Faster weapon switch
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Georgine Lee
 
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