So, I'm not sure if it's just me, but I have a few issues with consistency in this game; namely in the following categories:
1. Bullet Damage. Sometimes the Gauss and Predator Bow bodyshot OHK me in full armor energy and health. It's not a ping issue, because in the kill cam you can see that I have armor enabled, and kill cam is server time synced i.e. it's what both players saw from their POV put together (which explains the body stretching btw). In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
2. Stealth Coverage. Sometimes dudes are incredibly invisible (I actually ran into a guy who was in stealth and I was very confused for a short while what was stopping me, haha). I feel like their are some constituents which dictate the amount of translucency but it isn't enough to be quantifiable which makes it random.
3. Visor Tagging: What does it take to freaking tag a guy? Sometimes I clip them with teh edge of my visor and that gets it, and sometimes I have them eclipsed by my giant square (who the in the hell's idea was that to replace a reticule with a giant box? Fire them.) and still not get any tags! It's also less likely when there's something scanty in front of my box like a 1 inch diameter pole; throws everything off.
Crytek, inconsistencies produce randomness in a game. Randomness kills competitive play because nothing is quantifiable and victory is based on RNG and not skill. Please, look into this items!
Is anyone else experiencing this weird inconsistencies, or is it just me?
/off topic rant
I much much much prefer deflection that was kill based and not timer based (i.e. once you got resurgence skill kill, you lost deflection). With the timer based system, I come across at least 3x as many enemies with deflection. So annoying!
1. Bullet Damage. Sometimes the Gauss and Predator Bow bodyshot OHK me in full armor energy and health. It's not a ping issue, because in the kill cam you can see that I have armor enabled, and kill cam is server time synced i.e. it's what both players saw from their POV put together (which explains the body stretching btw). In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
2. Stealth Coverage. Sometimes dudes are incredibly invisible (I actually ran into a guy who was in stealth and I was very confused for a short while what was stopping me, haha). I feel like their are some constituents which dictate the amount of translucency but it isn't enough to be quantifiable which makes it random.
3. Visor Tagging: What does it take to freaking tag a guy? Sometimes I clip them with teh edge of my visor and that gets it, and sometimes I have them eclipsed by my giant square (who the in the hell's idea was that to replace a reticule with a giant box? Fire them.) and still not get any tags! It's also less likely when there's something scanty in front of my box like a 1 inch diameter pole; throws everything off.
1. I've never experienced this, but I play on the PS3. There may be something different here. I'm curious if it was a headshot detection but was not displayed as such. If that's the case, that's just some SOL BS right there.
2. I was always convinced that it's just the lighting, and still have not run into any "completely invisible" enemies. I've had a few where I ran into nearly invisible ones, but once my crosshair aligned with the enemy I saw them. Not to say I don't believe you.
3. YES. This one I have experienced over and over! Why the consistency here? Sometimes you can go Tag-Tag-NOPE-Tag. That one that gets away breaks the flow :/
SDub wrote:
I much much much prefer deflection that was kill based and not timer based (i.e. once you got resurgence skill kill, you lost deflection). With the timer based system, I come across at least 3x as many enemies with deflection. So annoying!
I agree wholeheartedly here. It's ridiculous for ppl who can get a faux-pas Max Nanosuit and get a triple kill with it.
So, I'm not sure if it's just me, but I have a few issues with consistency in this game; namely in the following categories:
1. Bullet Damage. Sometimes the Gauss and Predator Bow bodyshot OHK me in full armor energy and health. It's not a ping issue, because in the kill cam you can see that I have armor enabled, and kill cam is server time synced i.e. it's what both players saw from their POV put together (which explains the body stretching btw). In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
2. Stealth Coverage. Sometimes dudes are incredibly invisible (I actually ran into a guy who was in stealth and I was very confused for a short while what was stopping me, haha). I feel like their are some constituents which dictate the amount of translucency but it isn't enough to be quantifiable which makes it random.
3. Visor Tagging: What does it take to freaking tag a guy? Sometimes I clip them with teh edge of my visor and that gets it, and sometimes I have them eclipsed by my giant square (who the in the hell's idea was that to replace a reticule with a giant box? Fire them.) and still not get any tags! It's also less likely when there's something scanty in front of my box like a 1 inch diameter pole; throws everything off.
Crytek, inconsistencies produce randomness in a game. Randomness kills competitive play because nothing is quantifiable and victory is based on RNG and not skill. Please, look into this items!
Is anyone else experiencing this weird inconsistencies, or is it just me?
/off topic rant
I much much much prefer deflection that was kill based and not timer based (i.e. once you got resurgence skill kill, you lost deflection). With the timer based system, I come across at least 3x as many enemies with deflection. So annoying!
Getting shot around corners, getting 1 shot through armor by guns that can't one shot or by melee through armor, my own swarmer killing me, killstreaks not being able to be deployed, dropping a full clip in someone and no bullets registering are all some of the random things that have added to all of the other bad things in multiplayer that have sapped my will to continue really.
In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
Its like your reading my mind, i thought i was the only one; at least now i know im not going nutz. Even with that isolated test we demo'd it proved even at 30m you can drop someone with 6 bullets. Ive had encounters at 15m in which they can take up to 3 or 4 burst.
I noticed that aswell, that you can't sometimes see a cloaked enemy in front of you. And in some situations i have to put my hole mag in an enemy. And no, i don't miss.
1. Bullet Damage. Sometimes the Gauss and Predator Bow bodyshot OHK me in full armor energy and health. It's not a ping issue, because in the kill cam you can see that I have armor enabled, and kill cam is server time synced i.e. it's what both players saw from their POV put together (which explains the body stretching btw). In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
I've thought that Gauss and Bow are OHK weapons. It happens very often that I end up one-shot by these weapons in full armor (at least by Gauss). I thought this is (stupid) intention. Is this a bug? Either way, needs a fix.
Grendel thing - I've noticed that as well. Actually, it happens to me very often. I've thought it's caused by auto armor. Are 6 bullets enough to kill anyone in armor mode?
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2. Stealth Coverage. Sometimes dudes are incredibly invisible (I actually ran into a guy who was in stealth and I was very confused for a short while what was stopping me, haha). I feel like their are some constituents which dictate the amount of translucency but it isn't enough to be quantifiable which makes it random.
I didn't see it at the very beginning, but already happened to me couple of times as well.
Quote:
Crytek, inconsistencies produce randomness in a game. Randomness kills competitive play because nothing is quantifiable and victory is based on RNG and not skill. Please, look into this items!
Grendel thing - I've noticed that as well. Actually, it happens to me very often. I've thought it's caused by auto armor. Are 6 bullets enough to kill anyone in armor mode?
Take a look in this isolated test we conducted, 6 bullets should take down anyone at 30m in armor.
So it's a bug then. Regarding the video and the number of bullets - why should the number differ between those weapons? I mean... yes, we can talk about the power of weapons etc... but I don't mind if the number of bullets required to kill someone stays the same for all of them (I also don't mind if the number changes). But for Grendel it should work like this: the longer the range, the more efficient (efficient = accurate in this case) the weapon. For SCAR and FY71 is should be the opposite.