Nanovision Poll

Post » Thu Nov 11, 2010 10:23 pm

Nanovision in the demo was clearly overused, but im not happy with the alterations made in the full multiplayer game.
Mst people petitioned for it to drain faster, but for some reason EA/Crytek have ignored this majority and instead nerfed it to 15m distance with the same drain speed.
Personally I think nanovision should be at the same distance as in the demo, but with a far faster drain speed. If people want to be stealthy they can take the module that stops them from showing up as brightly in nanovision.

The changes have ruined the dynamism of the gameplay which made the demo so fun.
All the great fps Counter Strike/COD4 Promod are good and not frustrating because they have good visibility.
Currently somebody can be stood in camo 20m away from you and 99% of the time there is no way of detecting them because nanovision simply does not extend that far.
This also makes guns like the SCAR seem overpowered, because people camp in camo now until somebody gets close enough to guarantee a kill.

Personally im finding the multiplayer to be far less fun than the demo was and I really dont think Crytek/EA appreciate how much this change has affected gameplay.

I cannot see Crysis 2 multiplayer having lasting appeal for me, because it is now mostly camp/luck based, which means, like black ops, it is fun for a short while but then just becomes too frustrating/boring to play.

I really hope that at the VERY LEAST there is an option for servers to enable nanovision back to the demo distance but with a faster drain speed.
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Peetay
 
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Post » Thu Nov 11, 2010 9:07 am

I cannot see Crysis 2 multiplayer having lasting appeal for me, because it is now mostly camp/luck based, which means, like black ops, it is fun for a short while but then just becomes too frustrating/boring to play.[/u]


Definitely not camp / luck based.

Camping is moderately successful but you will almost never top kills / objective points. And I must disagree with the luck based comment. Crysis 2 not only forces you to have to aim properly, but you need to manage your energy. In addition to this, the right tools need to be used at the right times.

Nanovision is a tool to counter stealth.
Stealth, if used properly, is extremely frustrating to deal with; Making a counter 100% necessary. If you keep getting owned by Nanovision, go get the module to makes you generate a lower heat signature or learn to use cover/armor mode.
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Marcus Jordan
 
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Post » Thu Nov 11, 2010 3:12 pm


Nanovision is a tool to counter stealth.
Stealth, if used properly, is extremely frustrating to deal with; Making a counter 100% necessary. If you keep getting owned by Nanovision, go get the module to makes you generate a lower heat signature or learn to use cover/armor mode.

this
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Kira! :)))
 
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Post » Thu Nov 11, 2010 8:54 am

I agree, this has completely changed my playstyle since the Demo. (and not for the better)

Regardless of the balance issue reasons, the Nano vision cutoff needs to tweaked. 15m seems arbitrary. I really dislike some of the dramatic cutoffs for things such as nanovision or changes between projectile ranges. They should be smooth, not discontinuous stepwise functions. The game would be much more intuitive that way!
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Siobhan Thompson
 
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Post » Thu Nov 11, 2010 4:45 pm

If nano visions range is buffed, there will be no reason to pick up the Cloak Tracker module. Nano vision should be a soft counter to stealth not a hard counter, once the range on it starts going over that 20-25m threshold it becomes too good not to use. Nano Vision + Threat tracker was a overpowered combo, as soon as some one fired a shot you could turn and find them almost instantly. I think the real problem people have with stealth is how effective it is when sniping/camping.
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kasia
 
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Post » Thu Nov 11, 2010 11:39 pm

Damn, i choose the wrong option. lol

How i revote?
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No Name
 
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Post » Thu Nov 11, 2010 10:51 pm

What do people think of limiting the range of nanovision just for snipers who take a scope i.e. if they spot someone with nanovision not zoomed (presuming its restored to a greater distance) when they zoom in the distance they can see in nanovision is reduced.

Cloak Tracker was useful in the demo because in nanovision it is still incredibly hard to see a cloaked player near you, or at least it is for me 1920x1080 extreme settings (perhaps this makes it harder?), whereas cloak tracker lets you see them easily as particles stick to them.

My concern is that there is nothing to counter somebody standing in stealth 20m away from you. You cant see them, you cant do anything about them.
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Aaron Clark
 
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Post » Thu Nov 11, 2010 3:53 pm

My concern is that there is nothing to counter somebody standing in stealth 20m away from you. You cant see them, you cant do anything about them.

So what you are proposing is that nanovision should completely nullify the use of stealth?
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Bad News Rogers
 
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Post » Thu Nov 11, 2010 12:40 pm


Nanovision is a tool to counter stealth.
Stealth, if used properly, is extremely frustrating to deal with; Making a counter 100% necessary. If you keep getting owned by Nanovision, go get the module to makes you generate a lower heat signature or learn to use cover/armor mode.

this

Nanovision, if used all the time by everybody, is extremely frusatrating to deal with; making a counter 100% necessary. If you keep getting owned by Stealth, go get the module that helps you locate them.

See what I did there? Nanovision was completely broken in the PC demo to the point where it was mandatory to keep it on as much as possible. I for one do not want my Stealth module decided as Blind Spot before I even take a glimpse at any of the others. As the above said Nanovision completely nullified the Stealth aspect of the game. I had a 5+ KDR in the demo and never even used Cloak because it was pointless. All the top players just walked around in Armor and Nanovision.
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Robert DeLarosa
 
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Post » Thu Nov 11, 2010 2:46 pm

Well I played the demo loads and stealth was a huge part of how I played in it.

As I said, nanovision at least for me doesnt allow you to see cloak easily and i find it incredibly hard to shoot someone in cloak even whilst using it. With the lower heat signature perk i would imagine cloak is almost impossible to see.

But iv written this already so not sure if you read my post above.
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Laura Hicks
 
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Post » Thu Nov 11, 2010 3:23 pm

Cloak is an important part of the game and demo version nanovision really shat on that. I feel that nanovision as it is now is fine. At first when I started playing retail I felt that the change was uncalled for but as I adapted it no longer became an issue. Nanovision is still used successfully by players but it's even more situational instead of the end all solution to spotting other players.

Edit*
Faster drain is not the answer if a change is going to be made to nanovision. An initial energy cost, then a drain (even slower than it is now) would be a good decision. Otherwise i'd just flash it on and off like I did in the demo.

video related:
http://www.youtube.com/watch?v=O_nz2dCKsig
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pinar
 
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Post » Thu Nov 11, 2010 4:07 pm

Add an option for as it is now, with a slightly extended range.
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LADONA
 
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Post » Thu Nov 11, 2010 10:09 am

Can't vote, cause nothing is right for me. They should increase the radius a little bit.
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Darlene DIllow
 
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Post » Thu Nov 11, 2010 3:46 pm


Nanovision is a tool to counter stealth.
Stealth, if used properly, is extremely frustrating to deal with; Making a counter 100% necessary. If you keep getting owned by Nanovision, go get the module to makes you generate a lower heat signature or learn to use cover/armor mode.

this

Nanovision, if used all the time by everybody, is extremely frusatrating to deal with; making a counter 100% necessary. If you keep getting owned by Stealth, go get the module that helps you locate them.

There already is a weakness to nanovision in itself as it uses energy and causes vision impairment. The vision impairment is why there isn't a 100% counter to nanovision; you can just out-range people using it. So no, nanovision is fine the way it is.

See what I did there? Nanovision was completely broken in the PC demo to the point where it was mandatory to keep it on as much as possible. I for one do not want my Stealth module decided as Blind Spot before I even take a glimpse at any of the others. As the above said Nanovision completely nullified the Stealth aspect of the game. I had a 5+ KDR in the demo and never even used Cloak because it was pointless. All the top players just walked around in Armor and Nanovision.

I have a 2.72 KDR and run stealth all the time. Nanovision / Stealth is fine on retail.
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Dan Scott
 
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Post » Thu Nov 11, 2010 9:29 am

Thats all very well but consider the Dogtags issue here also

against everyone who is using cloak and nanoV all the time,

So you the gamer aint using it so much yr more concerned with speed and armour go charging across the map to try reach the objective.
u get shot in the back and get the
"Most cowardly Dogtag"
awarded cos u got shot in the back the most????
you were the one trying to meet the game objective,
that is the idea of the game mostly , Yes ?
So WHO was the most cowardly,
It was the camping noob cloaked in the corner using his N/vision.
so lets all go cloak and NanoV all the time just like the noobs above and slow the game down so much it wont be worth playing at all.
there is a time and place for the cloak without a doubt, but not all the time guys..
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Daniel Holgate
 
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Post » Thu Nov 11, 2010 9:33 am

Nanovision, if used all the time by everybody, is extremely frusatrating to deal with; making a counter 100% necessary. If you keep getting owned by Stealth, go get the module that helps you locate them.

There already is a weakness to nanovision in itself as it uses energy and causes vision impairment. The vision impairment is why there isn't a 100% counter to nanovision; you can just out-range people using it. So no, nanovision is fine the way it is.

See what I did there? Nanovision was completely broken in the PC demo to the point where it was mandatory to keep it on as much as possible. I for one do not want my Stealth module decided as Blind Spot before I even take a glimpse at any of the others. As the above said Nanovision completely nullified the Stealth aspect of the game. I had a 5+ KDR in the demo and never even used Cloak because it was pointless. All the top players just walked around in Armor and Nanovision.

I have a 2.72 KDR and run stealth all the time. Nanovision / Stealth is fine on retail.

Is your reading comprehension really that bad?
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lucile
 
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Post » Thu Nov 11, 2010 9:12 am

Nanovision, if used all the time by everybody, is extremely frusatrating to deal with; making a counter 100% necessary. If you keep getting owned by Stealth, go get the module that helps you locate them.

There already is a weakness to nanovision in itself as it uses energy and causes vision impairment. The vision impairment is why there isn't a 100% counter to nanovision; you can just out-range people using it. So no, nanovision is fine the way it is.

See what I did there? Nanovision was completely broken in the PC demo to the point where it was mandatory to keep it on as much as possible. I for one do not want my Stealth module decided as Blind Spot before I even take a glimpse at any of the others. As the above said Nanovision completely nullified the Stealth aspect of the game. I had a 5+ KDR in the demo and never even used Cloak because it was pointless. All the top players just walked around in Armor and Nanovision.

I have a 2.72 KDR and run stealth all the time. Nanovision / Stealth is fine on retail.

Is your reading comprehension really that bad?

For your first paragraph, I am disagreeing that if you keep getting owned by stealth, it is not that you need a module but need to change the way you are using nanovision (because of its innate weaknesses explained).

For your second paragraph, I am agreeing with you that the demo wasn't fine by saying the change to retail is. My KDR was a source of reference that as a stealth user now, you can be successful

Maybe the one lacking reading comprehension is you?
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BRIANNA
 
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Post » Thu Nov 11, 2010 10:00 am

Seems more people want the old nanovision back so far.
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Floor Punch
 
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Post » Thu Nov 11, 2010 9:49 pm

At the moment ppl are overusing stealh, games are all about sniper or hide and seek. a whole multiplayer game shouldnt be only down to those 2 choice. making a nanosuit only good for stealth?

nanovision is made to make fast paced game, no camping with the nanovision...

and ppl seem to forget that it still drain some... ok maybe a bit more to make it a power-use skill worth. so u either choose nanovision jack'of'all'trade playing with stealh and armor as well and lose ur breath before u kill 3 ppl... or you go pure stealth or armor as a mainplay and rack 5+ per life if u play well...

For that to happen, nanovision have to be full range, and maybe get a 1.2x factor on energy drain, but i wouldnt even go over 1.3x as it will broken it still and stealth game raping will keep happening...

Someone i will quote here also had a good alternative proposition :

Edit*
Faster drain is not the answer if a change is going to be made to nanovision. An initial energy cost, then a drain (even slower than it is now) would be a good decision. Otherwise i'd just flash it on and off like I did in the demo.


Overall, a stealth game is what it is atm, and its kinda restrain in what most of the player base are looking for... dont make it drain your own player base...
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Stacy Hope
 
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Post » Thu Nov 11, 2010 12:54 pm

level 22 and i've come across 1 person who uses nanovision.
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Racheal Robertson
 
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Post » Thu Nov 11, 2010 9:49 am

Reality is that being able to go invisable is always going to ruin an FPS. I don't use nanovison a lot myself but I will be trying to use it a lot more.
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vanuza
 
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Post » Thu Nov 11, 2010 2:07 pm

My advice to people are to change the Nanovision key from N to something on their mouse so you can toggle it easily without gimping your movement or aiming while doing so. Im maintaining a 4+ KDR and around a 2 win/loss ratio at the moment and I use Nanovision a lot.
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Nina Mccormick
 
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Post » Thu Nov 11, 2010 7:02 pm

Stealth users really aren't that hard to spot. I can see them almost all of the time without using nanovision; just as they can see me (judging by the amount of times I've been shot).

The only reason you really need nanovision as a counter to stealth is if you have poor eyesight.

As for snipers, since I started using mobililty enhance they don't seem to catch me whether I'm cloaked or not.

I agree that nanovision could do with a greater range, but you shouldn't be able to see across the map with it; I'd prefer it to phase out as range increases until a further cutoff point (maybe 30-35m) This way, it wouldn't be the total God Mode that it was in the PC demo. The increased drain WITHOUT an enhance module would also be good if the range were to be increased.
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Jesus Duran
 
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Post » Thu Nov 11, 2010 9:29 am

I just think the range needs to be increased if it used more energy that wouldn't be a good idea. Making a seperate energy bar for the Nanovision would work well.

But it needs to be atleast 20m for stealth and like 30-40 for people not in stealth
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Jade Payton
 
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Post » Thu Nov 11, 2010 11:59 am

I just think the range needs to be increased if it used more energy that wouldn't be a good idea. Making a seperate energy bar for the Nanovision would work well.

But it needs to be atleast 20m for stealth and like 30-40 for people not in stealth

Giving Nanovision a seperate source would be a major improvement for it, which is something that isnt needed. If NV had its own source you could use it in combination with other suit abilities for much longer.
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Katey Meyer
 
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