MP: Energy Transfer for all?

Post » Thu Jun 14, 2012 7:03 am

Energy Transfer is one of the most used modules used in Crysis 2 and it is potentially the only module that will provide you with suit energy after coming out of a firefight where you took damage.

Should Crysis 3 allow all players to collect the energy from killing opponents without having to choose it as a module? For example it's just there for the players, everyone who gets a kill takes that persons energy, now to get the kill reward they still have to go after the dog tags.

Go ahead and vote above and leave any detailed comments that you wish.
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NAkeshIa BENNETT
 
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Post » Thu Jun 14, 2012 1:10 am

I see this as potentially gamebreaking. It takes away strategic thinking. i.e "I'm close to dying, have 20% energy left, and I see 2 more guys coming to me on the radar". If everyone had energy transfer, c4 would dominate explosives because in that case, all you would need to do is throw a c4 down and wait
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CHANONE
 
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Post » Thu Jun 14, 2012 10:21 am

Would be game-raping. People would just manically attack one person and beast it out on the rest of their energy, instead o takin sick of the situation and picking people off. Energy transfer, if included at all, should stay a a perk.
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Emma
 
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Post » Thu Jun 14, 2012 4:13 am

No, for the reasons mentioned above
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Jonathan Montero
 
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Post » Thu Jun 14, 2012 9:59 am

It seems to me though, that Energy Transfer is really an unbalanced module. Do you think it should even exist as a module in Crysis 3 like it did in Crysis 2?
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Sweets Sweets
 
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Post » Thu Jun 14, 2012 4:54 am

It seems to me though, that Energy Transfer is really an unbalanced module. Do you think it should even exist as a module in Crysis 3 like it did in Crysis 2?

If you know how to use it, it's good... Sure it's not overpowered, but still! Shotgun ftw.
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jessica robson
 
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Post » Thu Jun 14, 2012 11:34 am

Yes - in fact, I think this should replace killstreaks (they can become timed on-map placements to fight over). It's a neat way of rewarding kills. If you're good, you shouldn't be punished by losing the ability to sprint or use Stealth/Armour in the middle of a rampage.
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Jason Wolf
 
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Post » Thu Jun 14, 2012 12:04 am

The definitely need to improve the Maximum Nanosuit reward, it's pretty much useless.
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Devin Sluis
 
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Post » Thu Jun 14, 2012 10:36 am

The definitely need to improve the Maximum Nanosuit reward, it's pretty much useless.
I fail to see how running around in armor without energy drain is useless. Remember armor mode takes 30% of damage and removes it from your energy instead of health, if your energy doesn't drain, well you see my point. It seems pretty balanced to me, unless of course you have the mk mod 0 equipped. offtopic: Now, we just need a Maximum Nanosuit w/ Mk Mod 0 vs Riot Shield Juggernaut video
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CYCO JO-NATE
 
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Post » Thu Jun 14, 2012 7:10 am

they need to at least include not having the armor mode slow you down for the maximum nanosuit. How come I can have full energy and still die from low health with a maximum nanosuit? it svcks. Atleast remove the armor movement speed drain for achieving this reward streak. Why not just give them all the modules when they get a max nanosuit?

Where it gets tough is when you begin to get hurt and now your screen is surrounded by red, you have a red blinking low ammo. Just too much red, keep suit to say blue, health red, and ammo yellow. It's hard to read while focusing on getting a kill especially when in a firefight. It would be much better if they had different representing colors.
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Marcia Renton
 
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Post » Thu Jun 14, 2012 1:11 am

Yes - in fact, I think this should replace killstreaks (they can become timed on-map placements to fight over). It's a neat way of rewarding kills. If you're good, you shouldn't be punished by losing the ability to sprint or use Stealth/Armour in the middle of a rampage.


I agree, I mean every gun fight in Crysis 2 would end with the winner having no suit energy unless he suprised the guy from behind or from the side, unless he had energy transfer.
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ladyflames
 
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