Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 26, 2012 /08:55
This topic is one of the main critiques that I had with the Crysis 2 multiplayer. I believe the OP is correct when he says that stealth was way TOO EFFECTIVE in Crysis 2 multiplayer. However, cloaking should not be nerfed in any aspect. That statement may seem contradicting but let me explain my reasoning. The reason stealth was overpowered in Crysis 2 was the game's hit detection. It was WAY TOO EASY to drop a targeting when you when your shooting in their general direction. The quick death hit detection turned this game from a steady aim precision shooter to a bland nano-tech, spray&pray Call of Duty clone.
SDub wrote:
I don't use stealth and I think it should remain the same.
I agree with this 100% and I rarely use stealth myself. I believe the the modules were almost perfectly balanced in Crysis 2 except for minor modifications to a couple of settings. I believe players are approaching balancing to overly efficient modules at the wrong angle. Instead of nerfing stealth enhance module, how about putting emphasis on a basic skill set so that everyone has a fair and equal footing, AIMING. Aim should be THE MAJOR deciding factor to how efficient a player can excel in a fps multiplayer game. Modules should only amplify a player's playstyle and NOT DEFINE IT. I do also believe nanovision needs a slight buff. It was balanced perfectly in the demo we had on the marketplace. In fact, I believe the demo was almost perfectly balanced.
Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 26, 2012 /09:12
It's all a matter of perspective.
You can see it as calling for a nerf to cloak, or you can see it as wanting to bring cloak back in line with other suit modes as it was in the previous crysis games. Cloak got a huge buff going into Crysis 2, while the other modes were arguably nerfed, at least armour and speed were.
Fans of C2 cloak say how important cloak is to the crysis franchise (which it is), but running around the map in MP in cloak 90% of the time is no more 'crysis' than having no cloak at all, IMO
Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 26, 2012 /09:14
Cloak by itself wasn't OP in Crysis 2. It was Stealth Enhance III, combined with the ability to sprint and jump in cloak, and the small maps that made it OP.
Also might want to point out a few things Frankie said a while ago regarding cloak (you can skip to around 4:00 if you want)
Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 26, 2012 /12:04
SUNNY_LEGUNA wrote:
Unfortunately there are going to be times in FPS games when people have the drop on you, and you are ****. In this situation, possibly moving out of the Snipers line of sight and then using whatever other cover available or simply engaging in a gun fight with his other team mate (hoping to out shoot him), remember its not just your cloak that would be nerfed, everyone else's is too. You would be more visible to your enemies yes, but they would also be more visible to you, so there is less chance of being shot in the back by someone you didn't know was there, like C2.
In these situations, you describe yourself as being in a very tactically disadvantaged position, ie trying to get to a high spot whilst surrounded by enemies, being in a snipers sights whilst his teammate is also looking in your direction.
Having a suit that easily gets you out of every sticky situation is what some of us don't like about the suit, and its upgradeable modules overpowering basic FPS skill sets.
Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 27, 2012 /01:10
SUNNY_LEGUNA wrote:
Crazyfist wrote:
This discussion is slightly off track, let me balance the equation.
Stealth needs to be like in C1. To get from point A to point B covertly, visually. Or to observe.
In C1, you'd die easily in cloak, and being cloaked made a sound that made you aware of the fact that you were being watched. Not only was it cool as hell, it was balanced. Nano vision is a horrible idea to begin with. Bring back C1 cloak!
Completely agree.
A very easy way to balance cloak from C2 is to simply not allow the power mode abilities to be used while cloaked. Sprinting in cloak should be the same speed as sprinting in armour mode (or normal human speed). Power jumping also can't be used while in cloak. Sprinting in cloak should be an absolutely last ditch effort to get out of a danger zone, and it should zap your energy bar very quickly no matter what modules you have.
This would make the use of cloak much more selective and tactical, rather than be almost selected by default as soon as you spawn, every spawn.
If these simple balancing measures are not willing to be made because it would involve a "down grade" of the nanosuit, and if there exists a similar class in C3 to the ET/NR+SE+ME of C2, then there should be some kind of viable counter class, one that perhaps severely limits your own cloaks battery life (or even disables it) in exchange for a souped up Visor that makes cloaked enemies appear as visable as cloaked team mates.
Luckily, strength and speed will be separated, no?
If so, it means you wont be able to supersprint while cloaked, this is already a huge step in the right direction. It's meant to give you options, not to make you a noobfarming device.
Post subject: Re: Make stealth less effective in C3 MP
Posted: 04 27, 2012 /01:59
i played crysis, crysis warhead and crysis 2. yeah right, i didnt play crysis wars much. but what do u mean owerpowered? either with me is something wrong or its true that if i say i get killed by shots faster in stealth then if i am not in stealth and not armour. and stealthed palyers can be seen good enough. anyways, with u dont have stealth enhanche then you feel the difference of duration of stealth. and ok, tell me the differences between stealth in c1 and c2? maybe i wil change my statement.