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You just need to log in to be able to leave comments. You can do it by several ways: using our page, facebook, twitter and google plus. When encountering enemies, players can defeat them by shooting guns or arrows, throwing explosives like grenades and C4, or by performing a melee attack. Performing certain movements takes up energy from the Nanosuit, the armor worn by Prophet.
Some abilities are not available for players to perform or utilize if the Nanosuit's energy is too low; they must wait until energy is refilled. As a result, players are tasked to manage the use of the energy. The game's artificial intelligence was updated allowing enemies to react more quickly to players' attacks. Enemies can take cover when attacked, and can deploy strategy to assist and support each other against attacks.
The Nanosuit allows players to identify the threat level, and the weapons held by enemies. Players can tag enemies and items by enabling visor, and can spot enemies using Nano-Vision, which detects the heat of both enemies and allies. Levels are more open-ended than in Crysis 2. Players are given more freedom, and can choose a gameplay style based on direct confrontation, or a more discreet and stealthy approach, in order to deal with enemies and to complete their objectives.
There is no definite way to beat the game's seven levels. Instead, players can take different alternate routes to reach their objectives. Players can fight against enemies utilizing a wide array of gadgets and weapons, and by using the abilities processed by the Nanosuit. They can utilize an invisibility cloak to evade enemies, prevent themselves from being detected, or to perform silent takedowns. New weapons are introduced in Crysis 3, such as a compound bow.
Players can use the bow while using the cloak. When using other firearms, the cloak is disrupted and can no longer function until it cools down. Arrows can be collected by players after use. Players can hack into enemies' weapons, one of the game's new features.
In addition, players can hack security codes, weapon boxes, Ceph technology, mines, lasers, and sentry turrets, which can all be used to fight against enemies. Set mouse smoothing value, also if 0 disabled there will be a simple average between the old and the actual input. Forces all possible particles to use soft intersections with geometry — increases the cost but will all but eliminate hard edges on particles.
Controls the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in bit colour displays. Sets the size of the shadow pool render target — increased size produces more resolution available for, and fewer artifacts in shadow casting lights NOT including the sun.
Value should be a power of 2 , , …. If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impacted. Sets the size of each sun shadow cascade — increased size produces more resolution available for sun shadows. Multiplier controlling where chunks of interactive grass instances will disappear in the distance.
Controls how close objects drop to lower Levels Of Detail. A higher number means a longer distance before this drop happens. Controls how close certain objects marked as 'detail' by artists will stop rendering in the distance. When enabled, selecting 'fullscreen' in the menus will use a window that fills the screen, allowing easy alt-tab. When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.
Gives the number of display to use when creating the game window. Allows you to create the window on a different monitor from your primary monitor e. Controls the internal occlusion culling. You shouldn't need to modify this cvar, but if you encounter any popping with rapid moving, experiment with disabling this.
Phil has been writing for PC Gamer for nearly a decade, starting out as a freelance writer covering everything from free games to MMOs. He eventually joined full-time as a news writer, before moving to the magazine to review immersive sims, RPGs and Hitman games.
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