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Crysis 2
Développeur : Crytek
Editeur : Electronic Arts
Plate-formes : X360, PS3, PC
Site Officiel : http://www.ea.com/crysis-2
Date de sortie : 25 Mars 2011
Nombre de joueurs : 1-12 (XBL/PSN)
Evaluation PEGI : 18 ans et plus
Jaquettes officielles du jeu :
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1/ La Présentation
2/ Les Tests
3/ Les Images
4/ Les Videos
5/ Les News
6/ Les armes & perks
Post 2 - / Les membres HFR
Citation :
Dans Crysis 2, les aliens sont de retour Leur but est simple : ils veulent annihiler l'humanité. À New York, des aliens terrifiants rôdent dans les rues, tandis qu'une épidémie cauchemardesque se répand à une vitesse grand V parmi les millions d'habitants. Tous les réseaux de la ville sont hors service. Les rues et les gratte-ciel se fondent en un vaste amas de ruines encore fumantes. Ni les mesures paramilitaires, ni la puissance de la machine militaire américaine ne peuvent quoi que ce soit contre les envahisseurs. Ceux qui ont choisi de rester ne sont que des morts en sursis. Seule une technologie de pointe vous permettra de survivre dans ce maelström mortel. Une technologie qu'aucun soldat de notre époque n'a jamais vue. Un seul homme recevra les clés de la survie. Vous seul porterez l'équipement de combat né des dernières prouesses technologiques, la nanocombinaison version 2.0. Vous seul détiendrez entre vos mains la seule et unique chance de sauver l'humanité de la destruction et de rétablir la paix dans la jungle urbaine qu'est devenue New York. Profitant du nouveau moteur graphique incomparable pour jeux multiplateformes CryENGINE®3
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L'Édition Classique (XBOX360/PS3) contient juste le jeu :
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L'Édition Limitée (XBOX360/PS3) contient :
- Le jeu
- Un bonus d'expérience - Bénéficiez d'un avantage stratégique pour toutes les batailles multijoueurs et commencez avec un nombre de points d'expérience qui vous permettra d'accéder plus rapidement à tous les équipements des 5 classes spéciales.
- Un leurre holographique pour le SCAR - Cet accessoire spécial pour votre arme SCAR permet de projeter un hologramme qui désorientera tous vos ennemis.
- Skin pour le SCAR - Avec ce camouflage numérique exclusif pour le fusil d'assaut SCAR, personnalisez l'une des armes les plus puissantes du jeu.
- Plaque d'identité platine - Cette plaque d'identité spéciale, qui figure parmi plus de 250 autres plaques que vous pourrez gagner dans le multijoueur de Crysis 2, vous permettra de vous distinguer du reste de vos adversaires.
L'Édition Collector - Nanosuit Edition (XBOX360/PS3) contient :
- Le jeu dans sa boîte collector
- Un sac à dos "armure"
- Une statuette
- Un artbook du jeu
- Des bonus en jeu incluant :
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Trailer de lancement :: http://www.youtube.com/watch?v=MCR7ZLCGqzs
Trailer : http://www.youtube.com/watch?v=W1vHj5XbI5Y
Solo - Part 2 - Semper Fi or Die : http://www.youtube.com/watch?v=i02co_hAl8Q
Solo - Part 1 - Road Rage : http://www.youtube.com/watch?v=CgytjQHOjrU
Présentation de la Limited Edition : http://www.youtube.com/watch?v=y1AB3drsnEI
Crysis 2 - Multiplayer Progression Partie 01 : Nanosuit : http://www.youtube.com/watch?v=1WgdyNTbukQ
Jeu Dispo partout !
Trailer de lancement :: http://www.youtube.com/watch?v=MCR7ZLCGqzs
Démo Multi : http://marketplace.xbox.com/fr-FR/ [...] cid=search
Il y a 6 modes de jeu, et 12 maps. Le nombre de joueurs est limité à 12 (6 vs 6).
Assault (équipe avec nanosuit vs sans nanosuit)
Capture The Relay (CTF)
Crash Site (CTF like aléatoire / conquête)
Extraction (escorte de VIP vers un point d'extraction)
Instant Action (DM)
Team Instant Action (TDM)
Les 12 maps : http://www.youtube.com/watch?v=YskKgShJ4Bk
(en suivant les liens, on a accès aux plans des maps)
1. Skyline: http://www.mycrysis.com/news/crysi [...] -map-focus
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2. Pier 17: http://www.mycrysis.com/news/crysi [...] s--pier-17
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3. Parking Deck: http://www.mycrysis.com/news/crysi [...] rking-deck
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4. Impact: http://www.mycrysis.com/news/crysi [...] us--impact
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5. City Hall: http://www.mycrysis.com/news/crysi [...] -city-hall
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6. Downed Bird: http://www.mycrysis.com/news/crysi [...] owned-bird
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7. Liberty Island: http://www.mycrysis.com/news/crysi [...] rty-island
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(à compléter)
Modules d'armure
Coup de poing aérien
Détection trajectoire des balles
Explosion reportée
Signalement des ennemis à proximité par un son
Moins d'énergie drainée
Régénération de santé plus rapide
Modules de camouflage
Vos pas sont inaudibles
Viser un ennemi le fait surbriller
Vous pouvez voir les traces de pas des ennemis
Les ennemis invisibles peuvent être plus facilement repérés
Lorsque vous êtes à côté d'un ennemi, son radar se brouille
Le drone ne peut pas vous repérer
Modules de force
Votre précision est accrure quand vous êtes accroupi
La vitesse de rechargement est accélerée
Moins d'énergie dépensée pendant un sprint
Vous débutez la partie avec plus de munitions
Les dog tags ennemis viennent à vous tous seuls
Cadence de tirs augmentée
Citation :
SUIT MODULES Armor: Air Stomp - Velocity based attack, more speed = more damage. Requires elevation beyond a Power Jump. Minimum Velocity Damage = 40 out to 2 meters Maximum Velocity Damage = 220 damage out to 7 meters UPGRADE II - No damage from falling UPGRADE III - 0.5x recovery time after Stomp Proximity Alarm - Sense enemy in 30m horizontal radius (not vertical), updates every two seconds UPGRADE II - Sensor updates every second UPGRADE III - Sensor updates every half-second Armor Enhance 0.5x Energy Consumption UPGRADE II - +25% movement speed in Armor Mode UPGRADE III - Immune to Nanosuit Jammer Bonus Threat Tracer Highlight Bullet path within 6m UPGRADE II - Highlight Grenades within 15m radius UPGRADE III - Highlights Explosives within 15m radius Nano Recharge - 2x Health regeneration UPGRADE II - 2x Suit Recharge (60 per second) UPGRADE III - 0.5x delay before health regeneration Detonation Delay +2 seconds to grenade fuse when in blast radius UPGRADE II - +2 seconds to C4 fuse when in blast radius UPGRADE III - Fires Chaff against enemy JAW missiles Energy Transfer - Restores 20% energy with a kill UPGRADE II - Restores 30% energy with a kill UPGRADE III - Restores 50% energy with a kill - Stealth: Stealth Enhance - Transition time to/from Stealth is halved UPGRADE II - No shadow cast in Stealth mode UPGRADE III - 0.5x energy drain rate in Stealth mode Covert Ops - No Player footstep sound UPGRADE II - Invisible to Ceph Airstrike UPGRADE III - 2x Enemy footstep sound Cloak Tracker - Creates particles on Cloaked enemy within 20m UPGRADE II - Causes enemy Cloak to flicker after 7 seconds in radius UPGRADE III - Causes enemy Cloak to flicker after 5 seconds in radius Jammer (Scrambles the radar of enemies within a 10m range) UPGRADE II - Provides protection against enemy Radar Jammer attacks UPGRADE III - Scrambles the radar of enemies within an increased range Blind Spot - Invisible to Maximum Radar UPGRADE II - Immune to Visor Tagging UPGRADE III - Become less visible to enemies in Nano Vision Tracker - Tracks enemy footsteps within 25m, updates every 0.6 seconds UPGRADE II - Footstep direction tracks UPGRADE III - Doubled track updates, 0.3 seconds Visor Enhance - Automatically Tag enemies when zoomed in UPGRADE II - Enemy Flashbang grenade effect lasts 0.1x as long UPGRADE III - Nano Vision energy drain 0.5x - Power: Side Pack - +1 Primary magazine UPGRADE II - +1 grenade/explosive UPGRADE III - +1 Attachment ammo Weapon Pro - 0.6x Reload Time UPGRADE II - 0.5x Aim Down Sight time UPGRADE III - 0.4x Weapon swap time Aim Enhance - Reduced recoil (unique to weapon) UPGRADE II - 0.4x view shake from explosions UPGRADE III - 1.6x movement speed when aiming down sights (versus whatever negative speed it offers) Loadout Pro - Two Primary weapons UPGRADE II - No Mobility loss from Attachments UPGRADE III - 1.5x speed while carrying HMG (Versus its 0.6x speed scale) Rapid Fire - Higher rate of fire on Primary Weapons (unique to weapon) UPGRADE II - Higher rate of fire on Secondary Weapons (unique to weapon) UPGRADE III - Higher rate of fire on Mounted Weapons Point Fire Enhance - Reduces spread of primary weapons (unique to weapon) UPGRADE II - Reduces spread of Secondary weapons (unique to weapon) UPGRADE III - Reduces spread of Mounted weapons Mobility Enhance 0.5x Sprint and Jump Energy cost UPGRADE II - 0.5x Ledge grab climb time UPGRADE III - 0.25x Fire after Sprint time Retriever - Automatically collect Dogtags UPGRADE II - 1 less dogtag required for support bonuses UPGRADE III - 1.2x Support Bonus time
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Primary Weapons
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Feline
Submachine Gun
60 Bullets
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K-Volt [1]
Electrostatic Pellet Gun
50 Bullets
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SCAR [1] [2] [3]
Mk. 20 Superior Combat Assault Rifle
40 Bullets
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SCARAB
Mk. 21 Superior Combat Assault Carbine
40 Bullets
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Grendel
Mk. 24 Heavy Assault Rifle
24 Bullets, 3-Burst
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DSG-1 [1]
Semi-Automatic Sniper Rifle
8 Bullets
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M20 14 Gauss [1] [2] [3]
Electromagnetic Anti-Material Rifle
4 Bullets
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Jackal [1]
Semi-Automatic Shotgun
7 Cartridges
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Marshall
Pump-Action Shotgun
10 Cartridges
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Mk60 Mod 3 [1] [2]
Medium Machine Gun
100 Bullets
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L-Tag
Launcher - Tactical Airburst Grenades
7 Grenades
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X-43 Mike
Microwave Incindiary Klystron Emitter
500 Microwaves
Secondary Weapons
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M12 Nova
Semi-Automatic Pistol
20 Bullets
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Hammer [1]
Heavy Semi-Automatic Pistol
9 Bullets
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Majestic
Heavy Revolver
6 Bullets
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AY-69 [1]
Machine Pistol
40 Bullets
Heavy Weapons
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Heavy Machine Gun [1] [2] [3]
Heavy Machine Gun (HMG)
150 Bullets
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Swarmer
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64 Rockets
Explosives
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M17 Frag Grenade
High Explosive Fragmentation
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M34 Flash Bang
Concussion Grenade
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C4
Advanced Explosive Charge
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JAW [1]
Joint Anti-Tank Weapon
1 Rocket
Attachments
Reflex Sight
Refractive Optical Red Dot Sight for Enhanced Target Aquisition
Assault Scope [1] [2]
Advanced Opical 3x Zoom
Sniper Scope
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Rifle Laser
Solid State Laser Projector for Enhanced Accuracy
Suppressor
Noise Suppressor for Enhanced Stealth
Extended
Extended Magazine
Grenade Launcher [1] [2]
Fires 30mm Advanced Explosive Anti-Personnel Percussion Grenades
Gauss Attachment
A Miniaturised Electromagnetic Solid Slug Projector
Shotgun Attachment
A Miniaturised Lightweight Shotgun Attachment
Hologram [1] [2]
Projects a Decoy Image to Fool Enemies[/quote]
source : forum incrysis.com
http://img222.imageshack.us/img222 [...] eapons.png
http://img810.imageshack.us/img810/1626/weaponsz.png
http://img141.imageshack.us/img141 [...] pliers.png
Citation :
Power Jump gives the player 2.2x times the height of a normal jump. It takes 20 energy to use. The Air Stomp is a velocity-based attack. The higher you are, the more time you have to fall and the faster you'll go, naturally. Depending on the height, the Air Stomp can deliver from a minimum of 40 damage to a maximum of 220 damage. Similarly, the radius of the Stomp can grow from 2 meters out to 7 meters. A simple Power Jump doesn't come close to getting enough air for more than the minimum damage. You need some elevation, a few seconds of air. Speed (sprinting) will boost the player's forward speed to 1.8x. Speed drains up to seven points of energy per second. Stealth drains the player's Energy by five points when standing still. Based on how fast the player is moving with stealth, the suit will drain up to fifteen points per second. Armor drains 2 to 7 points of energy per second depending on the player's movement speed. His movement speed is also decreased to 80%. Armor absorbs a percentage of damage to the Player's health. 35% of the damage is diverted to his Suit Energy. If for example, a player with Armor is hit in the torso for 30 damage. His health takes 19 damage.
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Citation :
Some stuff. Info on all of the Suit Modules below the (currently empty) weapon chart. The Player has 100 Health. The Nanosuit has 100 Energy. After one second of not using any energy draining functions, the suit will recharge 30 energy per second. If the suit is reduced to 0 Energy, it stays disabled for three seconds before recharging. Recoil for most weapons is low (it should be, you have a big muscle suit) and character models are rather stiff and upright. There is not a lot of randomness when the weapon is sighted (much less with Aim Enhance), meaning accuracy and reflex are pivotal in a shootout. Aim for the head. Weapons start off with a certain amount of Damage out to a set Distance. After that range, the weapons in Crysis 2 lose Damage Per Meter to a Minimum Damage. For example, the SCAR loses 0.25 damage per meter until it reaches 25 Damage. The Single Fire mode on assault rifles has its own Damage and Range and Rate of fire. Silencers do not alter damage, but they typically halve the maximum damage Distance. Weapons in Crysis 2 have their rates of fire measured in Rounds Per Minute. Divide 60 by that RPM and you'll get the FireTime, or time between each shot fired. The Rapid Fire Suit Module multiplies the rounds per minute uniquely for each weapon. Weapons have a single Reload Time. Exception being the Marshall. Along with the Reload time is the Fill Ammo Reload Fraction or "AddTime", the point when the ammo counter changes. The Spread of a weapon has both a maximum and minimum, both reduced by a 0.8 multiplier when crouching. The Point Fire Enhance Suit Module multiplies the spread of each weapon. The Laser Sight Attachment reduces the spread of most weapons to around 3.0 and less when firing from the hip.
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Message édité par devil86 le 29-01-2013 à 16:50:36
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[GamerTag] : Devilash86