Energy Transfer: Is it unbalanced?

Post » Thu Aug 13, 2009 2:44 am

I find that many players are using it, simply because they can cloak immediately after a fight and escape their opponents with a full energy bar. This, in combination with mobility enhance and cloak enhance, can create an unlimited supply of energy, taking the micromanagement involved out of the equation... much like the vampire mutator in games of yesteryear.

Is it truly overpowered? I'm not sure. I feel that it is VERY dependent on what level it is, as well as what weapon is being used in combination with it. It's very easy to get multikills with it, and it may very well be one of the 'best' nano modules for the armor slot.

Energy Transfer I: A small portion of energy is recovered after each kill
Energy Transfer II: A greater portion of energy is recovered after each kill
Energy Transfer III: After a kill, the energy is restored fully.

This means almost an unlimited constant supply of energy (as long as the aforementioned requirements are met).

P.S. It's okay if you change your mind. This thread is solely for the purpose of gathering information and drawing conclusions.

So: is it unbalanced?

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Stat Wrecker
 
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Post » Wed Aug 12, 2009 6:07 pm

Great question! I do agree it is the only viable choice to choose if people understand the greatness of it. Since you don't need to drain all your energy in armor mode to die, it doesn't help in the sense that you kill one person in a fight that you get a full life again against the next incoming person. I do find it superb to kill someone while breaking stealth then able to go stealth again. It doesn't always fill the energy bar 100% when you start running right after the fight. The amount you use back in stealth and sprinting wouldn't equal the amount actually used so in that case it doesn't fill 100% unless you stand in that one spot for it recharge you.

I'm not sure if Energy Transfer needs to be nerfed but maybe have more useful armor module benefits.
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Sandeep Khatkar
 
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Post » Wed Aug 12, 2009 3:35 pm

I sat back and thought, "What could you do to balance it if the balance is need?" So, I was thinking: Why not put a % to how much energy is transfered when you kill a person. Only thing is the energy transfer should only transfer the literal amount the enemy has. So each rank already transfers a % amount that would replenish the suit all the way but now it should transfer a % of what the enemy has remaining. If the enemy has 50% remaining enerygy then the rank 3 of Energy Transfer should give 100% of the remaining 50% energy. I think this could balance it quite honestly.
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Sarah Bishop
 
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Post » Thu Aug 13, 2009 12:53 am

I read your post as I was ready to post a video of my own, asking almost the same question
http://www.gamesas.com/forums/viewtopic.php?f=24&t=23223

This is a video, showing how easy it is to do well if you have mobility enhance, stealth enhance and energy transfer fully upgraded.
http://www.youtube.com/watch?v=f62OKjeQA7M

However, I do not believe that it is the combo that is unbalanced, it's just that it is unfair for players that have no upgraded modules yet and can not compete. I assume that once you fully upgrade cloak tracker, it would be a viable counter to stealth enhance and energy transfer. However people who are new to the game have no chance against someone who has the 3 modules fully upgraded. My k/d jumped from 1.5 to 1.9 since the upgrade in the 3 modules I mentioned above. I think that matchmaking needs a tuning; the game should do more to keep low level players with low level players.
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Victoria Vasileva
 
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Post » Thu Aug 13, 2009 2:43 am

Good post, but we must also consider the other gaming communities, in particular the PC community, since it's based on dedicated servers and finding the match you want tends to make you go into Join Match. Player skill levels and ranks are quite diverse. Perhaps energy transfer III is unlocked a little soon, imho. It seems to neutralize the need for Armor Enhance and some other armor modules. Armor enhance means you use up less energy while in armor mode, and you can move at a normal speed while in armor mode, but killing doesn't restore your energy.

So, if your Kill/Death ratio has jumped, is it possible that the combination itself is overpowered?
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Cayal
 
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Post » Thu Aug 13, 2009 2:50 am

@ Vaskadar Fair question, but I was using the same combo before it was upgraded. That's all I played with, mobility enhance, stealth enhance and energy transfer. And it was hard getting very good scores.
I upgraded mobility enhance first. Then I finished with the energy transfer. The minute I upgraded that, my k\d started rising. I honestly can't see why anyone would use any other first tier module other than that. I finally upgraded stealth enhance (which is useless before the 3rrd upgrade) and that's when I started getting huge scores 27-2, 27-3, 25-2 and so on.
So the non-upgarded versions are not overpowered. The question is then if the fully upgraded combo is overpowered? It might be. I haven't upgraded cloack tracker yet. It says full visibility of cloaked enemies at level 3. Has anyone tried that? Is it a counter to the combo we are talking about?
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Peter lopez
 
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Post » Wed Aug 12, 2009 10:37 pm

It's fine. The energy only recharges if you aren't using a suit mode. If you cloak immediately after killing someone you won't get the full benefit.

I personally only use it on instant action mode, because losing energy means you will likely get picked off by the next guy to walk past, but I don't use it in any other game modes. In TIA and Crash site I prefer Armour enhance or Air Stomp.
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Katy Hogben
 
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Post » Wed Aug 12, 2009 7:48 pm

Cloak Tracker III isn't as useful as it used to be (in the demos), because of the duration of the visualization. The visualization of the cloaked opponent should probably last a little longer (or be permanent within a certain range), considering a fully upgraded stealth enhance allows players to remain cloaked longer.

THOUGH... it is possible to defend oneself against people who flank by utilizing proximity alarm and cloak tracker in tandem with each other.
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Tamara Dost
 
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Post » Wed Aug 12, 2009 3:46 pm

I've not upgraded Proximity alarm yet. In the demo, it was a beeping sound and I assume the frequency by which it sounded you could tell how close the enemy was. Now it's just a corner of the mini-map that goes red. How does that work in upgrades? I don't get it...
But I do agree that you can counter it to an extent. The moment the proximity alarm goes off you go into stealth and use cloak tracker to see the enemy. I'll have to try that out. It's just a pain to upgrade cloak tracker. It takes forever.
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Ludivine Poussineau
 
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Post » Wed Aug 12, 2009 4:16 pm

The sound does ping, it just has some moments where the other sounds mess it up and it becomes inaudible.

The upgraded versions beep more frequently, and according to distance as well. Very useful offensive/defensive tool in CQC situations.
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Katharine Newton
 
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Post » Wed Aug 12, 2009 6:42 pm

I think nano-recharge is more unbalanced.

link http://www.youtube.com/watch?v=bIHtZtSQvHQ
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Ymani Hood
 
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Post » Thu Aug 13, 2009 4:46 am

So maybe it's a combination of things. Mobility Enhance + Stealth Enhance and anything that improves energy can become overpowered essentially?
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Chloe :)
 
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Post » Thu Aug 13, 2009 3:14 am

I'm not convinced that it's overpowered, there's a few other options which are viable for top tier - Nano Recharge being one of them, almost instantly recharges energy after a fight and increases health regen.

Comes down to the weapon choice though, I've used it and it's great.. one of my personally favorites though I do find benefits from using others.
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Joie Perez
 
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Post » Wed Aug 12, 2009 7:47 pm

The thing is, while they're absolutely useful, they aren't gamebreaking. You can still be killed by someone who has none of those unlocks just as you can be killed by someone who has all of them. Giving someone more health or increasing their damage is wrong for the most part, but recharging energy faster in 2 different ways (transfer or recharge) is little different to a 'sleight of hand' type perk.
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Rachel Tyson
 
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Post » Wed Aug 12, 2009 8:31 pm

I'm still trying to reach a conclusion. :)
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Jaylene Brower
 
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Post » Wed Aug 12, 2009 6:28 pm

Another link for nano-recharge along with 2 set of modules that makes you feel like your on unlimited energy!

http://www.youtube.com/watch?v=w5CpGy5lShY
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herrade
 
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Post » Thu Aug 13, 2009 3:44 am

Energy Transfer - Restores 20% energy with a kill
UPGRADE II - Restores 30% energy with a kill
UPGRADE III - Restores 50% energy with a kill
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Ella Loapaga
 
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Post » Wed Aug 12, 2009 8:41 pm

Energy Transfer - Restores 20% energy with a kill
UPGRADE II - Restores 30% energy with a kill
UPGRADE III - Restores 50% energy with a kill

Are these the actual values? Elsewhere it was stated that energy was restored in full.
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Peter P Canning
 
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Post » Thu Aug 13, 2009 4:04 am

I think the fire power of the feline makes the run and gun set ups more unbalanced then energy transfer. Getting full energy back after a kill isn't a big deal if your allies actually get time to react when your being killed.
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Lily Something
 
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Post » Wed Aug 12, 2009 10:14 pm

I'm not sure, I've only upgraded Energy Transfer to Lvl II so maybe I haven't gotten a good feel yet, but it seems that when I don;t use Proximity Alarm III, I get killed a lot. I also like to use Cloak Tracker because I don't like to go stealth so no Enhance for me, and the fact that you can hear cloaks tells me what I'm looking for. All in all, even though it may be beneficial to the type of game play you do, you are sacrificing other good modules that, when used correctly, can be just as powerful.
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Life long Observer
 
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Post » Wed Aug 12, 2009 5:18 pm

You can't nerf energy transfer without nerfing nano recharge.. BUT neither needs a nerf.

Compared to threat tracer and Armour enhance I wouldn't say they're particularly OP, but they do cater to the Run n Gun playstyle more than any other armour modules, in the same way retriever caters to snipers.

..if cloak tracker had a buff people wouldn't care so much about being FELINEd.. they'd see the **** coming and shoot him in the face.
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Gill Mackin
 
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Post » Wed Aug 12, 2009 6:59 pm

I also feel the same way about cloak tracker.
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sara OMAR
 
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Post » Thu Aug 13, 2009 12:39 am

I prefer pioxity alarm than energy transfer. Versus noob players this combination is great, thats all.
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Monika
 
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