Version 2.0 Now with Bannable section and pisols
Well it has been awhile but lets start this off with a section of BANNED weapon modules and weapons.
BANNED
It seems that there certain banned weapons(and maybe a module soon) for one reason or another that I will just put out there. All the good servers do not allow these.(DDD has all of these banned or soon to be.)
FY91 - banned for being just out right OP. I missed the whole debate but I do remember it being OP AS ****.
SCAR+Lasor - Broken Broken Broken. Recoil, while ADS moment speed, and more. Its bugged in GOOD ways for making one on one impossible to be fare against people without it. This is not balanced and it banned for how game breaking it can be.
L-Tag - annoy really. Its not broken(gameplay wise but is fireing sound IS broken)) its just the spam of these makes annoy sound that is just purely ANNOYING. Banned for how bad it can get when just three players are just spamming them.
Aim Enhance - Banned in the 2v2 crash site tourney coming soon because..... if you can strafe(while ADS) at super speeds but you your enemy can't you win EVERY single one on one. It just makes the game a one sided affair for everyone and thats why its banned.
Orbital Strike - Not really a module or an abilty but its the number one most game breaking thing in Crysis 2. Use it and the server lags to hell with everyone not see the other move untill some times a minute latter. Insta ban on DDD. Just don't use it.
FY91 - banned for being just out right OP. I missed the whole debate but I do remember it being OP AS ****.
SCAR+Lasor - Broken Broken Broken. Recoil, while ADS moment speed, and more. Its bugged in GOOD ways for making one on one impossible to be fare against people without it. This is not balanced and it banned for how game breaking it can be.
L-Tag - annoy really. Its not broken(gameplay wise but is fireing sound IS broken)) its just the spam of these makes annoy sound that is just purely ANNOYING. Banned for how bad it can get when just three players are just spamming them.
Aim Enhance - Banned in the 2v2 crash site tourney coming soon because..... if you can strafe(while ADS) at super speeds but you your enemy can't you win EVERY single one on one. It just makes the game a one sided affair for everyone and thats why its banned.
Orbital Strike - Not really a module or an abilty but its the number one most game breaking thing in Crysis 2. Use it and the server lags to hell with everyone not see the other move untill some times a minute latter. Insta ban on DDD. Just don't use it.
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).
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)
Stealth Modules:
None(I will explain why Stealth Enhance is not here)
Power Modules:
Mobility Enhance - Because it allows for heavy parkour fighting style. Hence it makes some certain crazy set ups quite viable.
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).
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)
Stealth Modules:
None(I will explain why Stealth Enhance is not here)
Power Modules:
Mobility Enhance - Because it allows for heavy parkour fighting style. Hence it makes some certain crazy set ups quite viable.
Tier 1-The Module is must for a good set up though you might needed other supporting modules.
Armor Modules:
Armor Enhance - 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.
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.
ADDED:
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 moved it up because ITS SO GOOD. Still do not have it maxed but it just saves lives from those random grenades and C-4.
Stealth Modules:
Stealth Enhance - 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. Counters Visor Enhancer HARD so use it if you think people are tagging Nanovisoning a lot. Can be paired with any other tier 1 or 2 modules.
ADD:
Visor Enhancer (how many 'Enhance' modules are there? ;p) - The reason it is bumped up is having a red glow about your target wonderful. I mean you just know where people are ALL the time. Makes target acquiring so easy. 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 level 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 Enhance - 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.
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.
ADDED:
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 moved it up because ITS SO GOOD. Still do not have it maxed but it just saves lives from those random grenades and C-4.
Stealth Modules:
Stealth Enhance - 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. Counters Visor Enhancer HARD so use it if you think people are tagging Nanovisoning a lot. Can be paired with any other tier 1 or 2 modules.
ADD:
Visor Enhancer (how many 'Enhance' modules are there? ;p) - The reason it is bumped up is having a red glow about your target wonderful. I mean you just know where people are ALL the time. Makes target acquiring so easy. 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 level 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.
Stealth Modules:
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.
ADD:
Tracker - Good for following people and that's it. If your running around with a shotgun its a great asset for blind siding people. Mobility Enhance is a good tier 1 pick. Can be used with some tier 1 modules or other tier two 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.
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.
Stealth Modules:
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.
ADD:
Tracker - Good for following people and that's it. If your running around with a shotgun its a great asset for blind siding people. Mobility Enhance is a good tier 1 pick. Can be used with some tier 1 modules or other tier two 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.
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:
Cloak Tracker - 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. NEEDS 2 tier 1 modules or Super Tier one
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:
Cloak Tracker - 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. NEEDS 2 tier 1 modules or Super Tier one
Weapons
Super Tier-These Guns 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.
FY71 - BANNED A more powerful per bullet assault rife than the SCAR. It has more recoil than the SCAR and ten less rounds per magazine. This gun might make it to Overpowered status. I mean just slap on a lazor sight, get Weapon Pro and control your fire(it takes very little to kill you aim well) and watch as the bodies fly. The SCAR only bonus over this gun is the bigger clip. Very heavy though I mean with no attachments the MK60(no attachments) is lighter. This might be the first gun that is truely OP.
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.
FY71 - BANNED A more powerful per bullet assault rife than the SCAR. It has more recoil than the SCAR and ten less rounds per magazine. This gun might make it to Overpowered status. I mean just slap on a lazor sight, get Weapon Pro and control your fire(it takes very little to kill you aim well) and watch as the bodies fly. The SCAR only bonus over this gun is the bigger clip. Very heavy though I mean with no attachments the MK60(no attachments) is lighter. This might be the first gun that is truely OP.
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.) Can be used in with any tier 1 and some tier 2 modules.
Feline - It really better than the SCAR in a lot of ways. Particularly in CQB which makes up a lot of the game. Main problem with it is range ... talking mid-long range. The SCAR or the Grendel will eat you alive with no mercy at those ranges. Can use tier 1 modules and some tier 2.
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.) Can be used in with any tier 1 and some tier 2 modules.
Feline - It really better than the SCAR in a lot of ways. Particularly in CQB which makes up a lot of the game. Main problem with it is range ... talking mid-long range. The SCAR or the Grendel will eat you alive with no mercy at those ranges. Can use tier 1 modules and some tier 2.
Tier 2-The Gun is good for certain set ups though you needed certain supporting modules.
Grendel - I was thinking is could be tier 1 but I remembered it take quite a lot of skill to use right. The burst fire is not as fast as you can pull the trigger which is why its not that good. The single shot mode is why its still pretty good gun over all but you need great aim to use it. Need a tier 1 module but some tier 2 modules can work as well with it.
Jackal - The update 1.8 pretty much allows you to walk into a room and with controlled Full Auto fire kill everyone.
The only reason its in tier two is the range of it is weak. Can use tier 1 modules and some tier 2. Needs mobility enhance because because of its movement speed and short range.
Marshall - what you lost in range you more than make up in speed and single shot deadliness. The only problem is if you miss your first shot you might die but if you land it they're dead. Can use tier 1 modules and some tier 2. Needs mobility enhance because because of its movement speed and short range.
M2014 Gauss - Very cool to fire this baby but you got to aim well. Its debated if this gun is some how bugged still but if you can aim well your targets are going to flee you. Need a tier 1 module and some tier 2 modules can work as well with it.
X-43 Mike - Portable short range frying orbital beam of doom. Can use tier 1 modules and some tier 2. Need Weapons pro to keep you firing constantly.
K-volt - this gun might have been down a tier before the last patch. But thanks to that its not. This gun is one of the best coupled with Energy Transfer( the gun needs it not the module). The simple reason you deny energy to your target while getting it yourself. It makes you into a scary beast. Also look up SDub for more on K-volt tactics. They work REALLY well now thanks to the buff. Zap Zap. Can use tier 1 modules and some tier 2. Needs Energy Transfer.
L-Tag- BANNED
Grendel - I was thinking is could be tier 1 but I remembered it take quite a lot of skill to use right. The burst fire is not as fast as you can pull the trigger which is why its not that good. The single shot mode is why its still pretty good gun over all but you need great aim to use it. Need a tier 1 module but some tier 2 modules can work as well with it.
Jackal - The update 1.8 pretty much allows you to walk into a room and with controlled Full Auto fire kill everyone.
The only reason its in tier two is the range of it is weak. Can use tier 1 modules and some tier 2. Needs mobility enhance because because of its movement speed and short range.
Marshall - what you lost in range you more than make up in speed and single shot deadliness. The only problem is if you miss your first shot you might die but if you land it they're dead. Can use tier 1 modules and some tier 2. Needs mobility enhance because because of its movement speed and short range.
M2014 Gauss - Very cool to fire this baby but you got to aim well. Its debated if this gun is some how bugged still but if you can aim well your targets are going to flee you. Need a tier 1 module and some tier 2 modules can work as well with it.
X-43 Mike - Portable short range frying orbital beam of doom. Can use tier 1 modules and some tier 2. Need Weapons pro to keep you firing constantly.
K-volt - this gun might have been down a tier before the last patch. But thanks to that its not. This gun is one of the best coupled with Energy Transfer( the gun needs it not the module). The simple reason you deny energy to your target while getting it yourself. It makes you into a scary beast. Also look up SDub for more on K-volt tactics. They work REALLY well now thanks to the buff. Zap Zap. Can use tier 1 modules and some tier 2. Needs Energy Transfer.
L-Tag- BANNED
Sidearms
All Pistols are equal they just have different users.
M12 Nova - its simple... just spam the firebutton and get results. Has some of the best hipfire in the game.
Hammer - the .45 1911 colt of Crysis 2. Enough said.
Majestic(the preferred weapon of pros and Fistol users.) - I find this the best pistol in the game for me. If you do it Fistol style you just fire hip fire and melee to victory. So fun and a great challenge to make you better at your suit skills and melee skills. Have fun
All Pistols are equal they just have different users.
M12 Nova - its simple... just spam the firebutton and get results. Has some of the best hipfire in the game.
Hammer - the .45 1911 colt of Crysis 2. Enough said.
Majestic(the preferred weapon of pros and Fistol users.) - I find this the best pistol in the game for me. If you do it Fistol style you just fire hip fire and melee to victory. So fun and a great challenge to make you better at your suit skills and melee skills. Have fun
Explosives(for 1.9)
Super Tier-The kills zone with these things is insane :)
Frag Grenade - Very very deadly. Because of the speed of this game I think the kill radius of the Grenade makes sense. Yes it is big but you have a super suit that is VERY speedy. There is so many times when I just ran of the kill zone in 1.5 seconds. But if you cook it and know where people camp on crash sites it is a very useful. Also its fun to run around with a grenade in your hand just boxing people to death Can be used in any set up.
Frag Grenade - Very very deadly. Because of the speed of this game I think the kill radius of the Grenade makes sense. Yes it is big but you have a super suit that is VERY speedy. There is so many times when I just ran of the kill zone in 1.5 seconds. But if you cook it and know where people camp on crash sites it is a very useful. Also its fun to run around with a grenade in your hand just boxing people to death Can be used in any set up.
Tier 1-useful but you will be left open
C-4 - A Battlefield favorite(its sad there is no vehicles to blow up in this game ) Also This Nuff said. For those of you who did not get the message C-4 is area of denial weapon. When you see a lot of people grouped up this is the best thing you can have. A must for crash site. Can be used in any set up.
JAW - I think its over nerfed but what ever. People are still using this as noob tube very well. Can be used in any set up.
C-4 - A Battlefield favorite(its sad there is no vehicles to blow up in this game ) Also This Nuff said. For those of you who did not get the message C-4 is area of denial weapon. When you see a lot of people grouped up this is the best thing you can have. A must for crash site. Can be used in any set up.
JAW - I think its over nerfed but what ever. People are still using this as noob tube very well. Can be used in any set up.
Tier of useless-don't use these ever
Smoke grenade - seems useful till you just snap on nanovison and see right through it. Cannot be used in any set up.
Flash Bang - if it had the radius of 10 meters I think it would be fine but right now it is useless. Plus a lot of people now use Visor Enhancer which make YOU look like the fool. It stop flash bang dead in it tracks. Cannot be used in any set up.
And Last words. Crysis 2 Rewards aiming very very well. In most First person shooters having high sensitivity is better than lower and that makes sense with how quickly someone drops in say COD or Battlefield. You need to be able to snap turn in an instant very a lot. Crysis 2 your strong enough to win some dog fights out of OUT AIMING your opponent.
Ibiety seems to hack or do the impossible with his red dot DSG-1. He is not. He uses low sensitivity which allows him to more easily aim and hit his target. I have converted to low sensitivity to now seeing how I can win most of my one on ones now by landing every bullet. It changes how you play the game but this game is not a normal FPS by any stretch of the imagination.
I will use my normal aiming style to play Battlefield 3 but this game you should give low sensitivity a try.
That it. 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.
Smoke grenade - seems useful till you just snap on nanovison and see right through it. Cannot be used in any set up.
Flash Bang - if it had the radius of 10 meters I think it would be fine but right now it is useless. Plus a lot of people now use Visor Enhancer which make YOU look like the fool. It stop flash bang dead in it tracks. Cannot be used in any set up.
And Last words. Crysis 2 Rewards aiming very very well. In most First person shooters having high sensitivity is better than lower and that makes sense with how quickly someone drops in say COD or Battlefield. You need to be able to snap turn in an instant very a lot. Crysis 2 your strong enough to win some dog fights out of OUT AIMING your opponent.
Ibiety seems to hack or do the impossible with his red dot DSG-1. He is not. He uses low sensitivity which allows him to more easily aim and hit his target. I have converted to low sensitivity to now seeing how I can win most of my one on ones now by landing every bullet. It changes how you play the game but this game is not a normal FPS by any stretch of the imagination.
I will use my normal aiming style to play Battlefield 3 but this game you should give low sensitivity a try.
That it. 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.
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Dragonz Dancer - Posts: 3441
- Joined: Sat Jun 24, 2006 11:01 am
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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Yama Pi - Posts: 3384
- Joined: Wed Apr 18, 2007 3:51 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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Johnny - Posts: 3390
- Joined: Fri Jul 06, 2007 11:32 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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Captian Caveman - Posts: 3410
- Joined: Thu Sep 20, 2007 5:36 am
Need FY71, now that the Decimation pack is here. And it would be great if explosives were on here too.
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Alycia Leann grace - Posts: 3539
- Joined: Tue Jun 26, 2007 10:07 pm
Feline and FY71 need to be in super weapon classes as the two primary king of the hill at this point (now that Decimation is here).
FY71 can and will eat up anything at middle to middle-long range every single time as long as you are able to place shots okay. It does have a slower rate of fire than the Scarab-Scar but it more than makes up for it considering each round is twice as powerful.
Feline simply rules at close to close-middle range. And since the balancing on this game is so whacked towards stealth, that's where I would argue greater than 50% of firefights occur. And if you are are accurate, again, you will eat up everything else within that range due to the power and sheer number of bullets you will pump in to your target.
FY71 can and will eat up anything at middle to middle-long range every single time as long as you are able to place shots okay. It does have a slower rate of fire than the Scarab-Scar but it more than makes up for it considering each round is twice as powerful.
Feline simply rules at close to close-middle range. And since the balancing on this game is so whacked towards stealth, that's where I would argue greater than 50% of firefights occur. And if you are are accurate, again, you will eat up everything else within that range due to the power and sheer number of bullets you will pump in to your target.
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Unstoppable Judge - Posts: 3337
- Joined: Sat Jul 29, 2006 11:22 pm
Feline and FY71 need to be in super weapon classes as the two primary king of the hill at this point (now that Decimation is here).
FY71 can and will eat up anything at middle to middle-long range every single time as long as you are able to place shots okay. It does have a slower rate of fire than the Scarab-Scar but it more than makes up for it considering each round is twice as powerful.
Feline simply rules at close to close-middle range. And since the balancing on this game is so whacked towards stealth, that's where I would argue greater than 50% of firefights occur. And if you are are accurate, again, you will eat up everything else within that range due to the power and sheer number of bullets you will pump in to your target.
FY71 is powerful and it might be OP. But I have to give it some serous play time to say that(which I have not been doing.)
The reason I put the Feline in tier one is its range. The SCAR's ease of use and range just out weighs the feline's CQB power. Plus at high levels of play Cloak is just about useless in the normal way its done(you can still cloak but have fun with being shot out of clock CONSTANTLY if you your with in 10 meters of someone.)
The my viability of my ratings has to do with the stats, ease of use and roles of each item. Not how a lot of people use them.
Oh and bump for 1.9. and can I have a sticky please?
FY71 can and will eat up anything at middle to middle-long range every single time as long as you are able to place shots okay. It does have a slower rate of fire than the Scarab-Scar but it more than makes up for it considering each round is twice as powerful.
Feline simply rules at close to close-middle range. And since the balancing on this game is so whacked towards stealth, that's where I would argue greater than 50% of firefights occur. And if you are are accurate, again, you will eat up everything else within that range due to the power and sheer number of bullets you will pump in to your target.
FY71 is powerful and it might be OP. But I have to give it some serous play time to say that(which I have not been doing.)
The reason I put the Feline in tier one is its range. The SCAR's ease of use and range just out weighs the feline's CQB power. Plus at high levels of play Cloak is just about useless in the normal way its done(you can still cloak but have fun with being shot out of clock CONSTANTLY if you your with in 10 meters of someone.)
The my viability of my ratings has to do with the stats, ease of use and roles of each item. Not how a lot of people use them.
Oh and bump for 1.9. and can I have a sticky please?
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Erika Ellsworth - Posts: 3333
- Joined: Sat Jan 06, 2007 5:52 am
Missing the L-TAG, but otherwise an amazing guide. Maybe do attachments next time?
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Harry Leon - Posts: 3381
- Joined: Tue Jun 12, 2007 3:53 am
Missing the L-TAG, but otherwise an amazing guide. Maybe do attachments next time?
Ty and L-TAG is added.
BUMP for 1.95
Ty and L-TAG is added.
BUMP for 1.95
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Lindsay Dunn - Posts: 3247
- Joined: Sun Sep 10, 2006 9:34 am
The flashbang is fricking awesome what the hell is your issue with it?
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Ian White - Posts: 3476
- Joined: Thu Jul 19, 2007 8:08 pm
It awesome but its viability is squat. The grenade does the same thing as the Flash bang but gives you kill instead of blinding people which is better in the long run. Also a lot of good players now use Visor Enhance which is very powerful counter. This all leads to the flash bang just not doing anything compared to the grenade.
Sorry, I love it to but the grenade wins by a mile.
Sorry, I love it to but the grenade wins by a mile.
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vanuza - Posts: 3522
- Joined: Fri Sep 22, 2006 11:14 pm
The frag grenade can be used for effective area denial--even Detonation Delay would only give you time to dodge the blast. Visor Enhance II, on the other hand, would prevent the flashbang from being sufficiently effective, especially if you're already behind cover. Not very many people use the flashbang anyways--most use the frag grenade, some still use the JAW, others use C4.
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Thema - Posts: 3461
- Joined: Thu Sep 21, 2006 2:36 am
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