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Joined: 07 06, 2011 /04:54

Posts: 309

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 15, 2012 /11:54 

EmpReb wrote:
assaultsugar wrote:
wow and i though i was the only one who agreed the nano vision nerf was stupid. freakin scrub cloak whores running out in the middle of the map thinking there in god mode cause their in cloak get shot, by someone in nanovision QQ crytek my crutch isnt working QQ


Here is the thing... The best PC players really didn't have a problem with cloakers.. they took them down all the faster. But Some people exploited the perma cloak so much it was hard to take them head on cause they moved Really fast.

Nanovision was OP in beta but it was over nerfed. IN a game where 10 Meters is NOTHING at full sprint. Having Nanovision nerfed to that range was stupid. IT needs at least 45-maybe even 60 Meters range. OH and we DIDN"T HAVE BLIND SPOT IN THE **** BETA. Fully leveled Blind Spot III Takes you off everything and you can't be seen by nanovision. Talk about an out right counter to Nanovision.

Enough said though. I hope Crytek UK learned a lot from Crysis 2 online and fix/rebalanced a LOT. Because the fundamentals of there game were great.... it was there support/very bad balancing that ruined mulitplayer in a lot of ways.(Still didn't stop me from enjoying it a lot.)

Well it is called blind spot. But I don't think a "perfect" nanovision will completely fix the cloak reliant play style so many of us have adopted from C2. To be honest I'd rather they take out Nanovision in favor of Cloak Tracker 3. Frees up a button for grenades/explosives anyway. I mean, maybe its because I play on consoles, but its a little annoying having to stand still for a couple seconds in order to move my thumb down to the D-pad to activate/deactivate nanovision. In those few seconds, anyone could kill me. As for the modules regard, I hope some of them are added to the weapon level system in favor of new modules. I mean why should Rapid Fire be a module? Or aim enhance? I'd prefer them as weapon unlocks (but maybe its because I've been playing mw3 a lot)


   

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Joined: 01 13, 2011 /09:58

Posts: 3985

Location: Australia
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 16, 2012 /05:19 

Just remove stealth enhance from the game completely?
Or make stealth like it was in Crysis 1, it was perfectly balanced


   

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Joined: 03 23, 2011 /11:33

Posts: 330

Location: India
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 16, 2012 /01:52 

Eww nanovision should not even be in the game. Its basically a texture hack. It's easier to spot uncloaked people than cloaked ones in nanovision anyway. All they need to balance stealth is a buff to armor. Make it like in the SP campaign where it absorbs ALL damage before energy runs out. That way the person who maintains his energy well should have that added bonus in a firefight. Energy maintenance should be a bigger part of MP.


   

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Joined: 04 26, 2012 /07:35

Posts: 872

Location: Finland
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 16, 2012 /02:57 

I just thought that a system like the specializations of BF3 would fit better than the Cod perks. That pre-order bonus ability, which I think is called "Hunter", doesn't seem like a same kind of module than in Crysis 2.


   



Joined: 06 07, 2011 /06:10

Posts: 77

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 16, 2012 /06:34 

M4dn3ss wrote:
Just remove stealth enhance from the game completely?
Or make stealth like it was in Crysis 1, it was perfectly balanced



^^


   

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Joined: 10 13, 2010 /06:08

Posts: 432

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 16, 2012 /08:36 

Yeah. Get rid of stealth E. and nanovision. That seems like it would be a decent balance.


   



Joined: 02 10, 2012 /02:52

Posts: 86

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 17, 2012 /07:38 

No what youre saying is just having three modules but choosing any combination, what I'm saying is have your three (stealth, power, armor) that are specific to that type and a fourth one that can be whatever you'd like


   

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Joined: 01 30, 2011 /08:27

Posts: 464

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 17, 2012 /07:41 

FancyThought wrote:
No what youre saying is just having three modules but choosing any combination, what I'm saying is have your three (stealth, power, armor) that are specific to that type and a fourth one that can be whatever you'd like

Right I got that and I think its pointless. Enough with the COD perk system.... I want and its not a bad idea to PICK ANY MODULE at ANY TIME. The nanosuit does not need to follow COD's system of perks( or Modules).


   

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Joined: 01 13, 2011 /09:58

Posts: 3985

Location: Australia
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 17, 2012 /10:16 

The nanosuit does not need to have modules. Players should think of ways to use the nanosuit themselves instead of having modules to do it for them. Emergent gameplay, ftw.


   

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Joined: 01 30, 2011 /08:27

Posts: 464

Location: United States
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 17, 2012 /07:33 

@M4dn3ss stop being in denying mode. What you want is NOT going to HAPPEN. Also the suit wheel as fun as its sounds is still not the Holy Grail of controls systems. Crysis 2 is much MUCH more fluid for a beginner and vet. Yeah, I think maybe having your suit focus some extra power to speed/streath would have been a nice touch but Streamlining as noob as its sounds is a COMMON practices once a new tech it in its second generation. Hence Naonsuit 2.0 doesn't need to as impractical and can do much more than in the past.


   

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