What if energy costs less in crysis 2?
Most of the people think reboot is useless. Not because they didn't like the so-worthy weapons skins (it is painful as hell to level up 5 times), but because there is nothing more.
Reboot should add 1% energy buff after each reboot. So, after the 5 reboots you get a strong 5% energy boost. Nonetheless the perks should be boosted.
Hence the nanosuit energy in stealth and Power modes should cost less energy. Here are the changes focusing more balance in-game for the next patch I wish:
THE MODULES STILL UNBALANCED. There are combinations of modules that work together better than the others. I think the entire community of PC players agrees with me when I say you can’t create a competitive class without Stealth enhance and Mobility Enhance (I’m NOT saying you can’t play as good as someone who uses SE with another stealth module…).
People want the perks that don't give you extra time using the nanosuit energy to be more effective. So to speak, decreasing or improving percentage of other values of the modules won’t have same effect as reducing the cost for energy. There are module upgrades that can’t be quantified, like the Armor enhance up3 (Radar Jammer protection).
There are three ways to make a custom class today:
- Create a 'run-out-of-energy-class'. You pick the perks you think will be an advantage when camping-like-a-noob.
- Create a 'non-stop class'. You pick the perks that give you an energy bump (Transfer/Nano/S.Enhance/Mobility) -> you can do it with just SE and NANO. So a class with SE and NANO would be included at category 2 and 3 (pretty the best I think)
- Create a 'fun-but-too-specific-class'. You pick the perks that give you a great energy advantage over the others and a 'unique' perk like Airstomp.
If the nanosuit consumed 10% less energy it would encourage people to choose other modules than those at the high places today (I’m looking at you Stealth Enhance…).
If so, Armor mode is great as it is. Keep it proportional. If armor mode takes 35% of the damage it should take 30% with the energy buff. While reducing the energy cost using the nanosuit in Stealth and Power the modules SE and MB should have their energy improvements reduced slightly in order to provide the same effectiveness and not to be a huge advantage comparing someone having done 5 reboots and a ‘new recruit’. The energy cost should follow an arithmetic proposal, in my opinion, in order not to buff energy more than 10%. Having 110% of today’s energy, the energy drain rate in Stealth using Stealth Enhance should be around 55%.
Time in stealth compared to the normal time cloaking without SE:
Someone with SE~160% (159.5) - today = 150
Someone without SE 110% - today = 100
(The time difference is the same compared to todays)
A 1% energy buff after each reboot would ENCOURAGE MORE PEOPLE TO DO THE FIVE REBOOTS. So, after the 5 reboot you get a strong 5% energy boost. More often, the energy buff after each wouldn’t be too much speaking geometrically.
Total nanosuit energy after the 5 reboots with the 5% buff divided by the total nanosuit energy without the 5% buff, without and with the 10% energy buff respectively.
105/100 = 1.05
115/110 = 1.045
(Here we see a 5% versus a 4.5% time using energy after the 5 reboots bump, based in today nanosuit energy cost. This represents a minor advantage to players having done the five reboots. Although it really, really, worth it. I’ve been thinking in a 3% boost (0.5+0.5+0.5+0.5+1) also, but it doesn’t seem as good as 5%).
PS: Cry-Adam/Cry-Tom Increase the subject letters limit Please