Best perks/modules to use

Post » Thu Nov 11, 2010 10:36 am

I was wondering what you guys think are the best perks/modules to use for each of the three slots?
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Hayley Bristow
 
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Post » Thu Nov 11, 2010 11:05 pm

i use, energy transfer, Stealth Enhance level 2 and Mobility Enhance level 2, i always play Standard instant action, no teams. i use the scar with reflex and shotgun. and in explosives i always use the normal grenade, no the stunning-****-one. Image
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Farrah Lee
 
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Post » Fri Nov 12, 2010 1:14 am

Armor comes down to Energy Transfer and Nano Recharge by a long shot. Depending on gametype and play style. For TIA and IA its Energy Transfer but for things like Capture the Relay and Extraction Nano Recharge is better.

Stealth is probably Stealth Enhance or Covert Ops depending on whether or not you utilize game sound such as footsteps.

Power is probably the hardest choice as to which is the best but personally I think its Mobility Enhance. Rapid Fire isnt very good, Point Fire Enhance is awful and Aim Enhance is questionable considering weapons already have low recoil.

Just my opinion.
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Tamika Jett
 
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Post » Fri Nov 12, 2010 2:58 am

Stealth: Stealth Enhance 3, no question
Armor: Energy Transfer 3, maybe nano recharge 3, i dont know tho, i havnt upgraded it
Power: Either Mobility Enhance 3 or Retriever 3

Those are the best modules, my k/d is 2.26 and thats what i use
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Ash
 
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Post » Thu Nov 11, 2010 1:10 pm

I am using this and because of it, today some guys called me hacker... super fast / close combat.

Armor: Proximity Alarm 3
Stealth: Stealth Endurance 3
Energy: Mobility Enhance 3

SCARAB + Silencer + Reflex
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Katie Louise Ingram
 
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Post » Thu Nov 11, 2010 10:25 am

For most people, I'd say go for Energy transfer as an Armour module, although with the amount of kills I'm getting on Crash site, I prefer Air Stomp.

For stealth, Stealth enhance III is a great option, you can stay cloaked for a long time and have no shadow, however tracker and covert ops are also decent options depending on your playstyle.

For power, Aim enhance is good for long range shooters, but for rushers/RnGers like me it's got to be Mobility enhance.
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Brian Newman
 
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Post » Thu Nov 11, 2010 8:15 pm

I have very fun and unique play style right now. It involves a nova pistol and my left hook. Really.

My modules
Armor:Air Stomp (that no fall damage upgrade is worth the practice).
Stealth:Covert Ops (you need to be silent when your going for a quick melee kill.)
Power: Mobility Enhanced (You got to have it if you move fast 24/7 which with this set up is a MUST).

Oh and my back up, lol, is my trusty K-volt with nothing on it.

I can run around like mad get tons of kills and if I actually start planing my moves then the chaos beings. This is great practice for you pistol skills and a random Air stomp or two(you NEED that first upgrade so you can jump off buildings.) Also sliding is kind off a must since you cannot win a firefights. The whole point of this set up is to not be in one. You fire a few rounds into someone, melee and GET OUT OF TOWN. You win by flanking fast and picking people off one bye one quickly and quietly.

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Cody Banks
 
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Post » Thu Nov 11, 2010 7:15 pm

The sad thing is, the Nova appears to be the best semi-auto sidearm; if for no other reason than the fact you can actually pull the trigger more than once a second.
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Emily Jeffs
 
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Post » Fri Nov 12, 2010 1:38 am

Thanks for your opinions. Some interesting ones in there. Gonna try out some of the suggestions tommorow.
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Jennifer Rose
 
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Post » Thu Nov 11, 2010 3:58 pm

Empreb's class is a good one, but for maps that aren't as vertical, replace air stomp with nano recharge. It makes running in stealth amazingly convenient since SE3 + mobility makes it drain energy very slowly, then nano recharge 3 let's you get moving again with full energy VERY quickly. If you like that assassin style gameplay, this class will make you come in your panties. Also, it's not better than thr K-volt but the silenced Marshall is a ton of fun for this class. Get right behind someone and if your point blank shotty doesn't kill them (which it will unless they are in armor with 75+ energy) then one punch will finish the job nicely. I always doubletap with melee for good measure (zombie land taught us that one :P)
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Sabrina Schwarz
 
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Post » Fri Nov 12, 2010 1:09 am

... and a random Air stomp or two(you NEED that first upgrade so you can jump off buildings.) ...

Or armor up and jump.
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michael flanigan
 
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Post » Thu Nov 11, 2010 1:05 pm

Stealth enhance is a must because, aside from the reduced energy drain and no shadow being cast, it reduces the time you have to wait before you can shoot (after coming out of cloak) without bringing your energy to 0. A lot of times I end up bringing my energy to 0 prematurely because I'm still playing as if I have that perk even though I'm leveling other ones so I'm no longer using it at the moment :(.
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Laura Samson
 
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Post » Thu Nov 11, 2010 2:39 pm

Is it just me or are most of the modules completely useless besides either 1 or 2 in each category? If you use Threat Tracer over any of the other Armor modules then you should just uninstall your game because you would have to be a complete idiot to use that. Armor Enhance is a waste and should have been Deflection from singleplayer. The reason being is because Armor Enhance only reduces drain so it's pretty useless if you only use that suit mode when you see an enemy.

Also what is up with the requirements for the module upgrades? Some of them aren't even worth the amount of kills required like protection from one killstreak, big whoop, you will get protection from one players bonus on one of the few maps that actually has that bonus.
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RObert loVes MOmmy
 
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Post » Thu Nov 11, 2010 11:05 pm

Is it just me or are most of the modules completely useless besides either 1 or 2 in each category? If you use Threat Tracer over any of the other Armor modules then you should just uninstall your game because you would have to be a complete idiot to use that. Armor Enhance is a waste and should have been Deflection from singleplayer. The reason being is because Armor Enhance only reduces drain so it's pretty useless if you only use that suit mode when you see an enemy.

Also what is up with the requirements for the module upgrades? Some of them aren't even worth the amount of kills required like protection from one killstreak, big whoop, you will get protection from one players bonus on one of the few maps that actually has that bonus.

I'm hoping that some of the perks will become viable in a few specific situations/classes.

The third perk category I find to be the best-- most of those have a really good use and I really hate having to give one up to choose another.

The second tier is pretty good.

And the first is crap. Energy Enhance/Nano Recharge or bust.

REDO:

Actually, I googled them again to look at them quick, and only the Stealth Category seems really bad to me. Every single power (3) perk is awesome in its own way. Side pack, for example, for 2x JAW or C4.

Almost all of the stealth ones are good.

That just leaves Armor, which you're right is crap. Nano recharge or energy transfer are pretty much the only sane options. I guess Detonation saves you from JAWS and might be useful in Crash Site.

But I mean, that's significantly better than other games that make us of the Perk system IMHO.
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Cartoon
 
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Post » Thu Nov 11, 2010 11:17 pm

I still maintain that Air Stomp III is great for crash site games; no fall damage and quicker recovery after the attack. It doesn't have the general use capabilities of Energy transfer or nano recharge, but once you learn the maps and get into the habit of attacking objectives via a 'high route', you can get alot of multikills with it.
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Kristina Campbell
 
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Post » Fri Nov 12, 2010 1:09 am

I really like jammer when i don't use silencer it also jams the Threat Tracer!! & can easily kill 2-3 standing next to each they have no clue as were i shooting from!! = profit!!!
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Kahli St Dennis
 
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Post » Thu Nov 11, 2010 1:34 pm

It says "I have unlocked 21 of 23 suit modules". Only unlock I have left is Retriever. So ther's 22 suit modules? Or is there something lv 50 secret suit module? There are 7 armor 7 stealth 8 power...
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Motionsharp
 
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Post » Thu Nov 11, 2010 3:06 pm

This is just my 2 cents on the suit modules and how effective they are and by no means correct.

Energy transfer is your best bet where you just hunt, kill, hunt, kill. As it just restores your energy after each kill so no need to stop and recharge. Combine it with say stealth enhance and mobility enhance, can rack up good scores. For stuff like TIA etc.. where objective is to kill.

Nano recharge for the other types of games like crash site where you need quick regen holding the spot.

The other armour modules dont seem as good.

Air Stomp I would say isn't great and underpowered. Very situational and if you miss, big delay for you to be killed. But does look good!

Proximity alarm has its uses but doesnt really tell you the direction and have you going paranoid. Probably more for a camper but I'd say its still useful especially if someone is cloaked near you and you can at least tell they are around. Then you try use nanovision to spot them.

Armour enhance depends on how much you use it. If you like walking around in armour mode then armour enhance is more useful mainly because of the movement speed bonus and less drain with it constantly on. If you use stealth more like I do and hit and cloak again, then armour enhance isn't as useful. Also you do attract a lot of attention by glowing and are asking to be shot at.

Detonation delay - hardly get killed by grenades so dont think its too useful

Threat tracer - usually if someones shooting they will appear on the minimap unless they have a silencer or blind spot. But at this stage its rare since most carry a Scar and have other stealth modules. And if you are getting shot at and relying on threat tracer to locate their position, chances are you're already dead.

Stealth modules

Stealth Enhance - If you are someone who finds themselves in stealth mode all the time, so theres less chance to be seen and shot. Then stealth enhance is one of the best stealth modules. You can less obvious with no shadow and the half drain is priceless. Also can shoot out of cloak much faster instead of losing all your energy and flashing yourself.

Covert Ops - Useful especially if sound is an important aspect to your game and rely alot on hearing opponents. Opponents near you will be a lot louder and obvious to you, very useful for cloaked characters near you that you don't see or people behind you. Also you can sneak up easier on opponents.

Cloak Tracker and tracker - Havent used these much so not too sure. From my experience and what I've read, they aren't as useful as people expect them to be and aren't that great as spotting cloaked opponents. You are probably better off using another perk and having nanovision on instead.

Jammer - Can be useful against those that rely a lot on their radar to find enemies including yourself. So if you are near them they will get confused and dont know where to look and you can kill. However I find people who use Jammer against me are just giving themselves away to me and its kind of like a free proximity alarm. So when my radar is jammed, I know they are around, while they may not.

Blind Spot - If you find yourself getting shot in the back a lot everytime you shoot. Maybe this maybe useful. Also great if there are a lot of maximum radars and don't want to get hunted by the other team. Can be used very effectively at picking off the other team undetected.

Visor Enhance - Never used so dont know!

Power Modules - I think this is the hardest pick of the lot and has the most variety to choose from. I dont even know myself which one to choose because each has their own advantage!

Sidepack - I wouldn't suggest this module because you should be picking up ammo or a gun if you are using up all your ammo. Unless you are using a gun which no one is using.

Weapon Pro - Can be very useful depending on the type of player. If you like running and gunning, the quicker reload and faster ADS will be very useful for you. But if you are more tactical about your reloads and like cover while you do this, then probably not for you.

Aim Enhance - Not sure about the usefulness of this module. Not that it isnt useful, but it depends on the gun I guess. Say for the Feline, I'm sure its very useful. But for a rifle which most use, I can't tell much of a difference in terms recoil since rifles are really accurate in the first place? I am a Scarab user and wouldn't say I notice anything significant with recoil. Tbh, I only use Aim enhance for the movement bonus so I can strafe better in firefights, which I find is important. Easier to hit a sitting target than a moving one.

Loadout Pro - I dont think you really need two primary weapons... One is plenty!

Rapid Fire - Depends on weapon you are using I'd say. For rifles, I'd say you don't need it. You'll probably have roughly the same killing speed since you'll be a little more inaccurate with it and they'll level each other out.

Point Fire Enhance - Dependant on weapon again, for shotguns, probably the one to get. For the others, depends on the map as well I guess and how often you get up close to use it effectively rather than ADSing. Also combining this module with laser sight could give rather good results. Have not tried this myself.

Mobility Enhance - Another great ability for the run and gun mode. Less energy usage to run all over the map, faster ledge climbs, and faster shoot after sprint. If you are not the type who sprints much and finds their energy doesn't run out that quickly, maybe not as useful. So depends on the type of player you are.

Retriever - This seems an interesting one which I'm not sure if I should adopt or not. Collecting dog tags automatically is fairly useful in that you dont have to go and collect them yourself which could lead into an ambush if there wasn't just the one. I find I die quite a few times trying to collect the dog tags since players are like bees and like going to the position of their fallen. Also great for campers. And great at lvl 2 with one less dog tag to use abilities. Also it depends if you care much about using those team abilities.

So that's what I think of the modules, please feel free to correct or add anything that I have wrote and I hope this helps.

And also I'd like help in choosing my power module. Currently my setup is Scarab with silencer and reflex and extended mags, energy transfer, stealth enhance and wondering which power module to stick with. I am one who likes to hunt and kill continuously and a lot and earn MVP in TIA.

The choice is from either Weapon Pro for the ADS and faster reload.
Mobility enhance, the energy doesnt seem a big deal with me since with stealth enhance, I usually have enough to run around to find a kill for energy transfer to recharge it. I guess it's mainly for the faster fire after sprint. Havent leveled that to 3 so dont know how useful it is.
Aim enhance, mainly for the strafing ability rather than accuracy.
or finally retriever??

Many thanks in advance for responses!
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Blackdrak
 
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Post » Thu Nov 11, 2010 2:39 pm

I'm CQB run n' gun ninja assassin

Armor Enhance upgrade 2
Stealth Enhance upgrade 3
Mobility Enhance upgrade 3

Jackal
Extended Mag
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Tom Flanagan
 
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Post » Thu Nov 11, 2010 10:07 pm

... and a random Air stomp or two(you NEED that first upgrade so you can jump off buildings.) ...

Or armor up and jump.

Armoring up works but you have pretty long animation when landing. I prefer to be able to just keep running once I touch ground....not wait for myself to get up. It works for me but not for everyone.
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Jade Muggeridge
 
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Post » Thu Nov 11, 2010 10:23 pm

... and a random Air stomp or two(you NEED that first upgrade so you can jump off buildings.) ...

Or armor up and jump.

Armoring up works but you have pretty long animation when landing. I prefer to be able to just keep running once I touch ground....not wait for myself to get up. It works for me but not for everyone.

Thing is, if the guy isn't an avid ASer, he'll be wasting a whole armor module. But yes, do get your point.
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Jonathan Montero
 
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Post » Fri Nov 12, 2010 1:21 am

If your doing what I am doing with my ninja pistol set up you need the option to just disappear of the top of building with no problems. It works for me and i am the only one I have ever seen do this crazy pistol/fist combo. You can do very well with it but you got to move like mad.
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SWagg KId
 
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Post » Thu Nov 11, 2010 3:55 pm

It says "I have unlocked 21 of 23 suit modules". Only unlock I have left is Retriever. So ther's 22 suit modules? Or is there something lv 50 secret suit module? There are 7 armor 7 stealth 8 power...

Level 50 players and CryTom! Do you have answer for this?
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Samantha hulme
 
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Post » Thu Nov 11, 2010 8:39 pm

Have been trying stuff out now and the retriever one is awesome. Once you've upgraded it, you get all kill streaks for one kill less. I keep getting ceph gunships that I wouldnt have got if it werent for this perk
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Rachel Cafferty
 
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Post » Fri Nov 12, 2010 12:25 am

It says "I have unlocked 21 of 23 suit modules". Only unlock I have left is Retriever. So ther's 22 suit modules? Or is there something lv 50 secret suit module? There are 7 armor 7 stealth 8 power...

Level 50 players and CryTom! Do you have answer for this?

Yep, Crytek cant count. There are only 22 modules on the game. There are only 12 single player attachments also but the game says there are 13.
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Danielle Brown
 
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