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Joined: 01 26, 2012 /09:54

Posts: 240

Location: Belgium
 Post subject: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 13, 2012 /08:45 

I wonder if the modules will be different, especially since in Crysis 2, most modules are ridiculous, at best. Only "Nano Recharge"/"Energy Transfer", "Stealth Enhance" and "Weapon Pro" are really good. Rapid fire, Aim Enhance and Armor Enhance are theoretically useful, but in practice, will only help to get yourself killed, Armor Enhance in particular, barely provides any advantage.

So... did Crytek change anything, or did they just clone the C2 multiplayer?
Is there any info on this available?


   



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 14, 2012 /02:53 

Greevuz wrote:
I wonder if the modules will be different, especially since in Crysis 2, most modules are ridiculous, at best. Only "Nano Recharge"/"Energy Transfer", "Stealth Enhance" and "Weapon Pro" are really good. Rapid fire, Aim Enhance and Armor Enhance are theoretically useful, but in practice, will only help to get yourself killed, Armor Enhance in particular, barely provides any advantage.

So... did Crytek change anything, or did they just clone the C2 multiplayer?
Is there any info on this available?



Better Yet TOO GOOD. particularly the whole Energy Transfer,Mobility/Stealth Enhance entirely cancels out the weakness of cloak which why is was the generic cookie cutter setup for the game I'd rather not have any modules at all and if they insist only small things like the Side pack or Visor Enhance


   

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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 14, 2012 /04:44 

assaultsugar wrote:
Greevuz wrote:
I wonder if the modules will be different, especially since in Crysis 2, most modules are ridiculous, at best. Only "Nano Recharge"/"Energy Transfer", "Stealth Enhance" and "Weapon Pro" are really good. Rapid fire, Aim Enhance and Armor Enhance are theoretically useful, but in practice, will only help to get yourself killed, Armor Enhance in particular, barely provides any advantage.

So... did Crytek change anything, or did they just clone the C2 multiplayer?
Is there any info on this available?



Better Yet TOO GOOD. particularly the whole Energy Transfer,Mobility/Stealth Enhance entirely cancels out the weakness of cloak which why is was the generic cookie cutter setup for the game I'd rather not have any modules at all and if they insist only small things like the Side pack or Visor Enhance

Or they could buff Nanovision back too its old range and allow you too any module with any others..... There is a few power modules I would LOVE to combo to together but not possible with the way they are right now. :P

P.S. What I mean is I would like to combine Mobility enhanced, with Weapon pro and Loadout pro. Would be a godlike set-up in the right hands but you could do the same with other Stealth modules or Armor ones. Would open up the variety quite a bit.


   

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Joined: 01 13, 2011 /09:58

Posts: 3968

Location: Australia
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 14, 2012 /05:28 

I hope we don't have modules but judging from the pre-order bonus details it looks like we do have modules :(


   

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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 14, 2012 /05:58 

You haven't played much if you think Armor Enhance will get you killed. Armor, Aim enhance and rapid fire are just as useful as Nano recarger or ET. Way better than stealth enhance.

Anyway, on topic:

I'm going to guess that the modules will remain about the same for Crysis 3. They've already hinted at Rapid fire making a return.

Edit: I can only hope the list includes: Armor E., Nano recharge, det delay, ET, air stomp, covert ops, blind spot, Visor E., Mobility E., Aim E., Weapon pro, rapid fire, and loadout pro. Those are the only mods i use haha.


   



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 15, 2012 /03:15 

Or even better yet have a wild card module, where on top of having your normal op modules you can pick an extra one from whichever you choose, like aim enhance + mobility + et + stealth enhance or nano recharge coupled with energy transfer. It would open up so many doors to a game that's all about being overpowered anyway


   

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Joined: 01 30, 2011 /08:27

Posts: 464

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

FancyThought wrote:
Or even better yet have a wild card module, where on top of having your normal op modules you can pick an extra one from whichever you choose, like aim enhance + mobility + et + stealth enhance or nano recharge coupled with energy transfer. It would open up so many doors to a game that's all about being overpowered anyway

Have you not been listening.... I said allow the play to combine ANY module with any other even of the same class. SO you could go all Armor or All Power Modules. Would allow people to focus on speed or stealth or Armor.


   



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 15, 2012 /08:12 

EmpReb wrote:
assaultsugar wrote:
Greevuz wrote:
I wonder if the modules will be different, especially since in Crysis 2, most modules are ridiculous, at best. Only "Nano Recharge"/"Energy Transfer", "Stealth Enhance" and "Weapon Pro" are really good. Rapid fire, Aim Enhance and Armor Enhance are theoretically useful, but in practice, will only help to get yourself killed, Armor Enhance in particular, barely provides any advantage.

So... did Crytek change anything, or did they just clone the C2 multiplayer?
Is there any info on this available?



Better Yet TOO GOOD. particularly the whole Energy Transfer,Mobility/Stealth Enhance entirely cancels out the weakness of cloak which why is was the generic cookie cutter setup for the game I'd rather not have any modules at all and if they insist only small things like the Side pack or Visor Enhance

Or they could buff Nanovision back too its old range and allow you too any module with any others..... There is a few power modules I would LOVE to combo to together but not possible with the way they are right now. :P

P.S. What I mean is I would like to combine Mobility enhanced, with Weapon pro and Loadout pro. Would be a godlike set-up in the right hands but you could do the same with other Stealth modules or Armor ones. Would open up the variety quite a bit.


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


   

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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 15, 2012 /09:58 

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.)


   

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Joined: 02 05, 2012 /09:46

Posts: 8

Location: Netherlands
 Post subject: Re: What modules wil we get for Crysis 3 multiplayer
PostPosted: 06 15, 2012 /10:30 

Me too. I like the words to combine the suit modules on only power or stealth or armor. Thats s'much fun.


   

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