Super Tier-The Module alone almost makes the set up.
Armor Modules:
Energy Transfer (Do I even need to explain why this is here) - You get energy from kills.... that alone make you almost for forget about energy management. Paired with Stealth Enhance you can just fire out of cloak and just recloak with NO PROBLEM. I almost consider this game breaking but what the heck use it if you must. (Try Air Stomp to see what you are missing).
Stealth Modules:
None(I will explain why Stealth Enhance is not here)
Power Modules:
Mobility Enhanced - Because it allows for heavy parkour fighting style. hence make some certain crazy set ups work quite well.
Armor Modules:
Energy Transfer (Do I even need to explain why this is here) - You get energy from kills.... that alone make you almost for forget about energy management. Paired with Stealth Enhance you can just fire out of cloak and just recloak with NO PROBLEM. I almost consider this game breaking but what the heck use it if you must. (Try Air Stomp to see what you are missing).
Stealth Modules:
None(I will explain why Stealth Enhance is not here)
Power Modules:
Mobility Enhanced - Because it allows for heavy parkour fighting style. hence make some certain crazy set ups work quite well.
Tier 1-The Module is must for a good set up though you might needed other supporting modules.
Armor Modules:
Armor Enhanced - Pretty darn useful because you can move about at almost at normal speed but in ARMOR. Great with Mobility Enhanced. Can be paired with any other tier 1 or 2 modules.
Nano Recharge - Can we say instant energy and health? I personally rate it over Energy Transfer but it does require a small break in the fighting to be useful. EDIT:(I should sometime make a video showing how powerful this module can be in taking on multiple targets if you weave in and out of cover) Can be paired with any other tier 1 or 2 modules
Proximity Alarm - The Crysis 2 players sixth sense. It can be used on any set up but for a sniper its a must.(Someone will come to ruin your day). A really good module for new players to know when to cloak and hide or to feel safe and decloak. Can be paired with any other tier 1 or 2 modules.
Stealth Modules:
Stealth Enhanced - Your truly invisible now. I like this module a lot but do not use it much out of I think its WAY overused. It can make you into a ninja. Really helps any set up out. Of course you can do what 90% of the good players do and just get Energy transfer to be in stealth WAY too long. Its up too you...(or you can find other viable set ups.) Ok, the reason it is not in the super tier is it is lack luster till level 3 and requires nano recharge(or energy transfer if you must) be truly powerful. Still have fun with it. Can be paired with any other tier 1 or 2 modules.
Bind Spot - an Instant Action must. Your under the radar 24/7 and if you are good at being sneaky(silencers, fists....Big booms xD ) you will never show up. Plus the upgrades just ruin good spotter teams. Good with mobility enhanced but it does not matter that much. Can be paired with any other tier 1 or 2 modules.
Power Modules:
Weapon Pro - Fast reloaded, Fast ADS, Fast secondary switch. Hells yes. Good with weapons that need a quicker reload or if you just want to keep firing 24/7. Can be paired with any other tier 1 or 2 modules
Loadout Pro - Use your imagination with this. Scar with sniper rifle. Feline and Mk60, heck just find out what works for you. Also level 2 all attachments cost no movement speed so load up. Oh and you can carry the HMG at lvl 3 with no problem. Can be paired with any other tier 1 or 2 modules.
Retriever - never never worry about getting those pesky dog tags again. Good for IA, TIA and of course for snipers.
Can be paired with any other tier 1 or 2 modules.
Armor Modules:
Armor Enhanced - Pretty darn useful because you can move about at almost at normal speed but in ARMOR. Great with Mobility Enhanced. Can be paired with any other tier 1 or 2 modules.
Nano Recharge - Can we say instant energy and health? I personally rate it over Energy Transfer but it does require a small break in the fighting to be useful. EDIT:(I should sometime make a video showing how powerful this module can be in taking on multiple targets if you weave in and out of cover) Can be paired with any other tier 1 or 2 modules
Proximity Alarm - The Crysis 2 players sixth sense. It can be used on any set up but for a sniper its a must.(Someone will come to ruin your day). A really good module for new players to know when to cloak and hide or to feel safe and decloak. Can be paired with any other tier 1 or 2 modules.
Stealth Modules:
Stealth Enhanced - Your truly invisible now. I like this module a lot but do not use it much out of I think its WAY overused. It can make you into a ninja. Really helps any set up out. Of course you can do what 90% of the good players do and just get Energy transfer to be in stealth WAY too long. Its up too you...(or you can find other viable set ups.) Ok, the reason it is not in the super tier is it is lack luster till level 3 and requires nano recharge(or energy transfer if you must) be truly powerful. Still have fun with it. Can be paired with any other tier 1 or 2 modules.
Bind Spot - an Instant Action must. Your under the radar 24/7 and if you are good at being sneaky(silencers, fists....Big booms xD ) you will never show up. Plus the upgrades just ruin good spotter teams. Good with mobility enhanced but it does not matter that much. Can be paired with any other tier 1 or 2 modules.
Power Modules:
Weapon Pro - Fast reloaded, Fast ADS, Fast secondary switch. Hells yes. Good with weapons that need a quicker reload or if you just want to keep firing 24/7. Can be paired with any other tier 1 or 2 modules
Loadout Pro - Use your imagination with this. Scar with sniper rifle. Feline and Mk60, heck just find out what works for you. Also level 2 all attachments cost no movement speed so load up. Oh and you can carry the HMG at lvl 3 with no problem. Can be paired with any other tier 1 or 2 modules.
Retriever - never never worry about getting those pesky dog tags again. Good for IA, TIA and of course for snipers.
Can be paired with any other tier 1 or 2 modules.
Tier 2-The Module is good but need supporting Tier 1 module to be viable
Armor Modules:
Air Stomp - yes, the most useless module in the game by some peoples reckoning. Its not but requires skill and MOBILITY ENHANCE. Never use it with out mobility enhance(and a shotgun for fast running).
The main skill to be good with the air stomp is to find the high places of the map and take the high routes...you'll find your targets below you soon enough. Also don't Air Stomp till your sure your a foot above your target. That way once you have lvl 2 you can bail out mid flight and not make yourself a fool. (lvl 3 is darn worth it.... you get up SOOO quick that you will be Air Stomping a lot more once you have it)
Needs to be paired with mobility enhanced. Stealth enhanced is a good too because you can Air Stomp out of cloak if done right with no energy cost.
Denotation Delay - A crash site must. I am so looking forward to level 3 when I can screw over those JAW users. Hard to level up though. Can be used with any tier 1 modules and some tier 2 modules. I might up it to tier 1 if level 3 is as good as its sounds.
Stealth Modules:
Visor Enhancer (how many 'Enhance' modules are there? ;p) - A very fun module. Really useful for spotting, sniping or just seeing even cloaked people down range. Almost a wall hack in some ways. And you get cheap Nanovison at level 3. Needs a Tier 1 to support it.
Jammer - I think its a good module but most of the time for me its a free proxy alarm. Level 2 though is very interesting. Can be used with any tier 1 modules and some tier 2 modules. (I think its the perfect tier 2 module though because it can be put in a lot of set ups.)
Covert Ops - Your silent ninja now. Kind of fun but the real power of the module is level 2 means your ceph proof. That pesky gunship has nothing on you now. Can be used with any tier 1 modules and some tier 2 modules.
EDIT:
Cloak Tracker - I upped it to tier 2 because even though level 3 does not give you 24/7 cloak awareness. ITS pretty darn close. It makes cloaked people very easy to follow and see. Worth getting with Armor Enhance.
Can be used with any tier 1 modules and some tier 2 modules.
Power Modules:
Side Pack - You got two JAWs now. What are you going to do? ;D Good module for unique guns that need extra ammo. Or you just want to never worry about ammo again. Laggy Newbie also proved that two C-4 charges are all you need to clear Crash Site. Can be used with any tier 1 modules and some tier 2 modules.
Rapid Fire Pro - yup a feline is scary in CQB but one with this means you going to kill something every time. Be very versed in a lot of weapons if your using this because your going run out of ammo quick and need another gun. Can be used with any tier 1 modules and some tier 2 modules.
Aim Enhance(Another one ) - Good if you want LAZOR accurate full auto weapons. MK60 is helped the most by this. Can be used with any tier 1 modules and some tier 2 modules.
Point Fire Presence - same as what above but helps with hip fire instead. The SCAR and this with a laser sight equals all most crysis wars laser fun. Only use the laser on the scar or pistols. All other weapons have too many problems with the gun swing back and forth which mean you miss your target since all of your bullets go to the red dot swinging back and forth.(EDIT: the K-volts bullets travel too slow make good use of the laser but DO use it with the this module). Can be used with any tier 1 modules and some tier 2 modules.
Armor Modules:
Air Stomp - yes, the most useless module in the game by some peoples reckoning. Its not but requires skill and MOBILITY ENHANCE. Never use it with out mobility enhance(and a shotgun for fast running).
The main skill to be good with the air stomp is to find the high places of the map and take the high routes...you'll find your targets below you soon enough. Also don't Air Stomp till your sure your a foot above your target. That way once you have lvl 2 you can bail out mid flight and not make yourself a fool. (lvl 3 is darn worth it.... you get up SOOO quick that you will be Air Stomping a lot more once you have it)
Needs to be paired with mobility enhanced. Stealth enhanced is a good too because you can Air Stomp out of cloak if done right with no energy cost.
Denotation Delay - A crash site must. I am so looking forward to level 3 when I can screw over those JAW users. Hard to level up though. Can be used with any tier 1 modules and some tier 2 modules. I might up it to tier 1 if level 3 is as good as its sounds.
Stealth Modules:
Visor Enhancer (how many 'Enhance' modules are there? ;p) - A very fun module. Really useful for spotting, sniping or just seeing even cloaked people down range. Almost a wall hack in some ways. And you get cheap Nanovison at level 3. Needs a Tier 1 to support it.
Jammer - I think its a good module but most of the time for me its a free proxy alarm. Level 2 though is very interesting. Can be used with any tier 1 modules and some tier 2 modules. (I think its the perfect tier 2 module though because it can be put in a lot of set ups.)
Covert Ops - Your silent ninja now. Kind of fun but the real power of the module is level 2 means your ceph proof. That pesky gunship has nothing on you now. Can be used with any tier 1 modules and some tier 2 modules.
EDIT:
Cloak Tracker - I upped it to tier 2 because even though level 3 does not give you 24/7 cloak awareness. ITS pretty darn close. It makes cloaked people very easy to follow and see. Worth getting with Armor Enhance.
Can be used with any tier 1 modules and some tier 2 modules.
Power Modules:
Side Pack - You got two JAWs now. What are you going to do? ;D Good module for unique guns that need extra ammo. Or you just want to never worry about ammo again. Laggy Newbie also proved that two C-4 charges are all you need to clear Crash Site. Can be used with any tier 1 modules and some tier 2 modules.
Rapid Fire Pro - yup a feline is scary in CQB but one with this means you going to kill something every time. Be very versed in a lot of weapons if your using this because your going run out of ammo quick and need another gun. Can be used with any tier 1 modules and some tier 2 modules.
Aim Enhance(Another one ) - Good if you want LAZOR accurate full auto weapons. MK60 is helped the most by this. Can be used with any tier 1 modules and some tier 2 modules.
Point Fire Presence - same as what above but helps with hip fire instead. The SCAR and this with a laser sight equals all most crysis wars laser fun. Only use the laser on the scar or pistols. All other weapons have too many problems with the gun swing back and forth which mean you miss your target since all of your bullets go to the red dot swinging back and forth.(EDIT: the K-volts bullets travel too slow make good use of the laser but DO use it with the this module). Can be used with any tier 1 modules and some tier 2 modules.
Tier 3 - The Duo of Fail
Armor Modules:
Threat Tracer - Yeah, I really do not see the point of this at all. Maybe if you have mobility enhance it can help with target acquiring? NEEDS 2 Tier 1 modules or a Super Tier one.
Stealth Modules:
Tracker - Good for following people and that's it. NEEDS 2 Tier 1 modules or a Super Tier one.
For 1.5 here is a few Weapons..... I will get the rest in when I have time.
Armor Modules:
Threat Tracer - Yeah, I really do not see the point of this at all. Maybe if you have mobility enhance it can help with target acquiring? NEEDS 2 Tier 1 modules or a Super Tier one.
Stealth Modules:
Tracker - Good for following people and that's it. NEEDS 2 Tier 1 modules or a Super Tier one.
For 1.5 here is a few Weapons..... I will get the rest in when I have time.
Super Tier-This Gun alone almost makes the set up.
SCAR - The Balanced rifle. If you can aim well there is no reason not too use this gun. When I have been trying out stupid module combos with an even more stupid weapon in the set up I feel at home when I find a SCAR on the battlefield. It can win every One on One if you aim for the head. Even a bad set up can seem good with this gun. Use it, love it and fear it. Can be used with just about any module set up...though don't make stupid ones. It can't save you from your pre-planing failure.
SCAR - The Balanced rifle. If you can aim well there is no reason not too use this gun. When I have been trying out stupid module combos with an even more stupid weapon in the set up I feel at home when I find a SCAR on the battlefield. It can win every One on One if you aim for the head. Even a bad set up can seem good with this gun. Use it, love it and fear it. Can be used with just about any module set up...though don't make stupid ones. It can't save you from your pre-planing failure.
Tier 1-The Gun is must for a good set up though you might needed other supporting modules.
SCARAB - The SCAR's little brother and though it still packs the same punch. A well rounded good gun that excels in CQB. And many people also like that it has a silencer as well. Can be used in with any tier 1 and tier 2 modules.
MK60 - A monster in the hands of expert that can kill a whole team with out reloading. Requires good aiming and a much slower play style. I recommend Rapid Fire Pro if your at close range and need a lot of bullets. Aim Enhance or Weapon Pro are both good choice as well. Can be used in with any tier 1 and some tier 2 modules.
DSG-1 - sniper rifle that can be used at close range with a reflex. Very Deadly. Will one shot your if your in cloak. Can be used in with any tier 1(Proximity Alarm and Retriever are a very good choices but I have found out the hard way this gun can be very flexible.) and some tier 2 modules.
That is for now as always commit please. And say why in a good argument why something should be bumped up or down. I am will to change it if it makes sense.
PS where are you guys? I was expecting commits by now.
SCARAB - The SCAR's little brother and though it still packs the same punch. A well rounded good gun that excels in CQB. And many people also like that it has a silencer as well. Can be used in with any tier 1 and tier 2 modules.
MK60 - A monster in the hands of expert that can kill a whole team with out reloading. Requires good aiming and a much slower play style. I recommend Rapid Fire Pro if your at close range and need a lot of bullets. Aim Enhance or Weapon Pro are both good choice as well. Can be used in with any tier 1 and some tier 2 modules.
DSG-1 - sniper rifle that can be used at close range with a reflex. Very Deadly. Will one shot your if your in cloak. Can be used in with any tier 1(Proximity Alarm and Retriever are a very good choices but I have found out the hard way this gun can be very flexible.) and some tier 2 modules.
That is for now as always commit please. And say why in a good argument why something should be bumped up or down. I am will to change it if it makes sense.
PS where are you guys? I was expecting commits by now.
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darnell waddington - Posts: 3448
- Joined: Wed Oct 17, 2007 10:43 pm
A lot of these comments are play style based. Personally every gun is viable (except for the K-Volt lol). I'm surprised the grendel didn't make your top tier weapons. Put cloak tracker down in tier III again, it's a horrible module: It reveals an enemy for maybe 4 seconds, it leaves an annoying trail rather than just lighting the enemy which makes it confusing to hit the sprinting and invisible man, it has a sound activation if someone is 3 floors below you making you alert for no reason, and it doesn't even activate instantly. I can stare at a guy in stealth 5m away from me, and only 5 seconds later will cloak tracker actually illuminate him, and in a fast paced game like this is 5 seconds is the difference between life and death, literally.
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Kill Bill - Posts: 3355
- Joined: Wed Aug 30, 2006 2:22 am
Oh don't worry the Grendel will make it to tier one what I get around to it do not worry. Yes I like Cloak Tracker but I think your right. It takes two tier one modules work so your right it needs to go back to Tier 3. Anyway yes the commits are based on my experience but the tier is based on viability. That is why I want input to put the modules where they belong.
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City Swagga - Posts: 3498
- Joined: Sat May 12, 2007 1:04 am
The Marshall and Feline are in Tier 2 right? They are absolutely deadly with the right loadout and some skills.
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Ebou Suso - Posts: 3604
- Joined: Thu May 03, 2007 5:28 am
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