Critical Ops has seen a lot of changes over the last few years, but movement and the economy system was always the stand out factor for players, setting a standard for mobile FPS games. However, due to recent rebalances and movement changes in general, many feel that the game has now been “ruined”. The in-depth analysis to this is shown below.
_
Shotgun Damage
This has been reduced severely, to the point that the shotgun has effectively been rendered useless, even at close range due to a vast amount of factors including the introduction of Heavy Kevlar. Whilst it is clear SMGs should be used more, this nerf may appear logical on paper, but practically does not work. The shotgun needs to be more powerful.
Shotgun Damage
P250 removal from Coalition
The P250 has been the go-to weapon for players since the game launched, with the XD45 being a powerful, yet rarely used weapon. Again, it’s understandable that developers may have felt the XD45 is not used enough, however getting rid of the most used pistol (along with the Deagle) was not the way to go about this. The XD45 is not as versatile as the P250, due to it’s range. For this reason, opponents with the P250 are at a significantly higher advantage at medium and long ranges compared to those with the XD45. Coalition players now are forced to hold extremely defensive angles if they are to use the XD, meaning sites are more volatile. The P250 should remain a universal gun for both factions.
Strafing and it’s effects on Jump Shots
An ongoing issue that’s been reported numerous times is the power of jump shots, with many players describing it as “broken” or “op”, especially when used in conjunction with a Sniper Rifle, allowing for outlandish shots to be hit. Due to the implementation of strafing with this new movement system, unfortunately the Sniper Rifle has become even more “op”. Thus, jumping accuracy needs to be reduced when sniping, in order to allow for the new strafing mechanism.
Sniper Jump Shot #1
Sniper Jump Shot #2
Aimpunch
As Heavy Kevlar has been introduced, aimpunch has also been noticeably higher, with many players complaining that gunfights are now based on who lands the first shot, rather than recoil control or aim adjustment. With aim-assist now being reduced, this problem has unfortunately become a lot worse. Gunfights should not be based on who lands the first shot, they should be based on control, but this is impossible with such drastic changes to the way aimpunch works, even with Heavy Kevlar being used.
Aimpunch with Heavy Kevlar
Heavy Kevlar
While Heavy Kevlar may be a good idea for the future, now (with all these changes already, especially with the new Economy System) is the wrong time to implement this. Players were happy with the limits of 100 kevlar. 200 Kevlar Points now leads to the game feeling more like a Battle Royale, especially with the significantly reduced mobility. Players have been given too many options now with the introduction of helmets too. Heavy Kevlar changes the core foundation of Critical Ops, and what players grew to love. This feature can not exist at this current moment in time, it is far too early for a change like this.
Random Spread
Random Spread has significantly been reduced too. Granted this was done to increase the skill gap as randomness is essentially luck, which is the antithesis of skill, a change like this requires a rebalance of each gun. Due to random spread, the AK recoil seemed to be much harder to control and mattered more, as players would be penalised further when their recoil wasn’t on point. Now however, due to random spread being reduced, lack of recoil control is not penalised as much, with many weapons feeling like “water-guns” to players. Due to this, the recoil feels much too easy in comparison. Therefore, the recoil for many weapons needs to be increased, so that the game remains skill based and rewards players that spend their time actually learning the recoil.
Random Spread AK Recoil Effect
The Delivery of the Update
Considering the amount of changes that were introduced in this update, and the expected volatility of the community’s opinion regarding this, many believe that the update should have been split into separate parts. Whilst there is the argument that competitive tournaments delay updates so more content needs to be pushed out at once, there needs to be a compromise, like tournaments being played on the older version of the game via TestFlight (which has been done before and IS possible).
_
To conclude, this update tampered with the core foundation of Critical Ops too much. Players that spent their childhood playing Critical Ops now look at this game as if it’s something completely different. The difference can be compared to Counter Strike 1.6 and Counter Strike: Global Offensive. Two games that look the same on paper based off descriptions, yet very different in core gameplay and fundamentals. These drastic changes suit a sequel to Critical Ops, not a removal of the original Critical Ops.
This is the united opinion of the Competitive Scene, this poll is for the Casual Scene and the rest of the community to voice their opinions too, should they be the same as ours. Your vote could change the direction of the game. Help create change. Thank you!
- Adject