Two Thoughts on Sidearms

Post » Fri Sep 03, 2010 1:26 am

Hey all. After a good investment of time into the multiplayer, I can safely say that Crysis 2 is the best arena-based multiplayer game that I've played on PC. Great maps, great weapons feel, and really excellent character progression.

The only glaringly obvious issue I've seen revolves around sidearms. I've got two issues.

First of all, they draw way too slowly. They're faster to pull than the base reload time for any weapon, but it still seems way too fast to draw down on bad guys. I know that Loadout Pro's third-tier effect makes the draw faster, but I still think that sidearms should be quick enough to alternate off to when you're in tight with someone.

Solution: Cut down the draw time of secondaries. Make attachments slow down the draw to encourage players to run clean sidearms as a counter-balance, and then make Loadout Pro III cancel out that attachment slowdown instead of its current effect.

Second, I've been killed a couple times by what seems like a bug. Upon emptying my Feline, it entered the reload animation, and would not begin the sidearm's draw until the animation was roughly two-thirds complete. I've only encountered this with the Feline so it might be weapon specific, but it happened to me a couple times.

Solution: Drawing a sidearm should always interrupt a reload animation, or the transition to the reload animation.

Thanks, and great job, CryTek!
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Thu Sep 02, 2010 11:38 pm

I have noticed some buggish switch issues. For example I like to take a L-TAG on extraction mode on some maps where I can set up a persuasive no-go zone, I often immediately switch to my pistol as I spawn. It seems your switch is cancelled until the full weapon prep is done. So far that's ok, get used to it np. But where it becomes bugged out is when you switch at where the weapon prep seems to be over. The game's interface shows you are on your pistol. However, you still see the L-Tag in your hands. From there it is unclear to what happens: I either try to reswitch to L-tag, hoping it debugs it somehow or I wait a little more. It seems often that in both cases I end up having the L-tag back in my hands and it does again the weapon preparation sequence. Only exception afterwards is the situation where I mashed the switch: it goes back to the "bugged switch" - interface showing pistol while the character is holding the L-tag.

Seems to happen with some of the other weapons. One annoying issue is with the K-Volt; everytime you switch to it, the ready time is a little slow (though it IS a smg, shouldn't it be swifter?) but the worst part is your character CANNOT, or will cancel your sprint everytime you decide to switch back to the K-Volt. It does it everytime you spawn with it as well.

I yet have to spend time getting Weapon Pro at lvl 3 to see if some of these effects are removed or not but for the time being I'm trying to finish some other modules ^^

EDIT: forgot to mention about the L-Tag switch problem that after the switch done a tad too quick, while you stilll have the primary weapon in hand instead of the pistol, you CANNOT shoot.
Could it be the game skipping some animations that are re-iterated, leaving the player confused by some information missing?
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Fri Sep 03, 2010 2:30 am

Second, I've been killed a couple times by what seems like a bug. Upon emptying my Feline, it entered the reload animation, and would not begin the sidearm's draw until the animation was roughly two-thirds complete. I've only encountered this with the Feline so it might be weapon specific, but it happened to me a couple times.


This is the same with using attachments like the Gauss for an assault rifle. Fire your two shots with your gauss and you get stuck in a reload animation without being able to switch back to your primary fire.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm


Return to Crysis