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-----------------------ENERGY AND HEALTH
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.
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.
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
SUIT MODULES CONTINUED
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
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
----------------------WEAPONRY AND DAMAGE
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.
Refer to the link provided for detail for each weapon.
Note the Disclaimer once again: This is NOT my work, I am just relaying this information in a topic to be stickied. All the credit goes to Denkirson.
(edited 8 years ago)
Very useful post. Thanks a lot!
Here's a list of the Skill Kills:
1. First Strike
Be the first person to get a skill kill when the match starts.
2. Blind Fury
You have to kill an enemy while you are blinded by a flashbang. It is possible to do on your own. Just get close to an enemy throw the flashbang so you are both blinded and then kill him and it should unlock.
3. Dead Air
Kill someone while they are in the air, like when they are jumping.
Do a silent kill on someone from behind when you are invisible by pushing down on RS.
Get a headshot.
6. Triple Kill
Kill three enemies within seconds of each other. Hang out and just blast people when they are near each other.
Get five kills in a row within a short time.
Kill the people who just killed you.
Shoot someone through something like a wall or bench.
Throw a flash grenade at an enemy and then kill them while they are blinded.
11. Combined Fire
Shoot someone with your primary gun and then switch to your secondary or pistol and finish them off.
12. Road Rage
You have the option to kick it by pushing the RS down when you are next to a car.
Kill someone who is on a killing streak. Just keep killing anybody you see and you will eventually get it.
Kill someone who is cloaked.
Someone has to shoot you until you are almost dead, but then you kill them first.
Hitting an enemy with melee until they die will net you this one.
17. Double Kill
Kill two people within seconds of each other.
Kill four people in succession during a set amount of time, kind of like the triple kill. Currently no one is sure what the timeframe you have to do this in is.
When you are on a deathstreak you get this one by killing an enemy and breaking that deathstreak.
Kill someone while you are airborne.
Save a wounded teammate. Just kill an enemy who is busy shooting at one of your teammates.
For this one you have to throw a grenade at an enemy to flush them out of hiding. Make sure they don't die from the grenade and immediately shoot them after you throw it.
Kill someone preemptively.
PSN: Anzy06 Starcraft II: Anz (594)
Very useful, thanks :)
I'm having a problem with the retriever ability. I want to upgrade it but it's been stuck at 70+/200 kills for the past couple of days. I upgraded the tracker ability and I just unlocked it last night.
Is it a bug or something?
PSN ID: Cyber-IPlague(Capital i) XBL: Plague189