Nanosuit Modules

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Nanosuit Modules

Post  ETS|hemusmora on 16.04.11 6:37

Crysis 2 Armor Nanosuit
module deals with protection of the player from the enemy players or environment.

Air Stomp
Perform a powerful downwards attack when in the air.
Upgrade II
No Damage suffered from falling long distances.
Upgrade III
Faster Recovery After Air Stomp Attacks.

Threat Tracer
Highlights Incoming Bullet Paths. You can easily back track enemy players; especially snipers if you opt to use this module. Very handy in foliage environment where it is very difficult to keep track of enemy snipers.
Upgrade II
Highlights Incoming Grenades.
Upgrade III
Highlights Explosives Nearby.

Proximity Alarm
Automatic Warning When Enemy is Nearby.
Upgrade II
Increased Warning Frequency when an enemy is nearby.
Upgrade III
Maximum Warning Frequency when an enemy is nearby.

Armor Enhance
Reduces Drain Speed of Energy when in Armor Mode. Reducing the drain speed energy means you will able to use the Maximum Armor mode for longer period of time. Second Upgrade provides the necessary movement bonus.
Upgrade II
Increase Movement Speed in Armor Mode.
Upgrade III
Protects Against the Nanosuit Jammer Bonus.

Nano Recharge
Faster Health Recharge. Your health regenerates faster, faster than usual. Can be very handy perk in close quarter combat environment.
Upgrade II
Faster Suit Energy Recharge.
Upgrade III
Shorter Delay before Health Starts Recharging.

Detonation Delay
Delays the detonation of nearby Grenades.
Upgrade II
Delays the detonation of enemy explosives.
Upgrade III
Provides an automatic Defenses against enemy missile attacks.

Energy Transfer
Restores Nanosuit Energy with each Kill.
Upgrade II
Restores additional Nanosuit Energy with each kill.
Upgrade III
Restores Full Nanosuit energy with each kill.

Crysis 2 – Stealth Nanosuit Modules
Crysis 2 Stealth Nanosuit module deals with infamous stealth mode. There are different options available to you that enhance your Nanosuit’s Stealth.

Stealth Enhance III
Faster transition in and out of stealth mode.
Upgrade II
No shadow cost in Stealth mode.
Upgrade III
Reduces Energy Drain in Stealth Mode.

Blind Spot
Provides protection from enemy maximum radar bonus. You go radio silent or whatever that’s called.
Upgrade II
Provides protection from enemy tagging.
Upgrades III
Become less visible to enemies in Nano Vision.

Covert Ops
Reduces the sound of Footsteps.
Upgrade II
Provides protection from the ceph Airstrike bonus.
Upgrade III
Enemy footsteps are louder within range.

Jammer
Scrambles the radar of enemies within range. You will be radio silent more like hidden from enemy. Few easy kills if enemy don’t anticipate someone nearby, they would come blindly. It depends on you to use this perk effectively.
Upgrade II
Provides protection against enemy radar jammer attacks.
Upgrade III
Scrambles the radar of enemies within an increased range.

Tracker
Highlights the footsteps of the nearby enemies.
Upgrade II
Highlights enemy routes with direction.
Upgrade III
Highlights enemy routes with increased frequency.

Cloak Tracker
Identifies whereby nearby enemies enter stealth mode. You can track nearby enemies in Stealth Mode, and kill them off. This perk would identify even those with no shadow cast.
Upgrade II
Increase the visibility of the cloaked enemies.
Upgrade III
Maximum visibility of cloaked enemies.

Visor Enhance
Highlights enemies through weapon scope. Not useful enough, unless you can’t see properly and have to rely on glasses just like me.
Upgrade II
Provides protection against flash bang grenades.
Upgrade III
Reduces energy cost of Nano Vision.

Crysis 2 Power Nanosuit Modules
Crysis 2 Power Nanosuit module includes all the Nanosuit modules that enhance your suit’s power.

Side Pack
Allows an additional magazine of primary ammunition to be carried. Rather practice with your secondary and look for the guns on the battlefield.
Upgrade II
Allows an additional grenade or explosive to be carried.
Upgrade III
Allows additional attachment ammunition to be carried.

Point Fire Enhance
Reduces the spread of Primary weapons when shooting from the Hip. Steady Aim – helps with Sub Machine Guns to start with. If you don’t like to aim down sight, this perk can actually come in handy.
Upgrade II
Reduces the spread of secondary weapon when shooting from the hip.
Upgrade III
Reduces the spread from mounted weapons when shooting from the hip.

Aim Enhance
Decreases weapon recoil when aiming down sight. Weapon Recoil will keep the aim steady but you can learn to control the recoil or fire the weapon in burst and use some other perk instead.
Upgrade II
Reduces Aim Shake from explosives.
Upgrade III
Increases mobility when aiming down sight.

Weapon Pro
Faster Weapon Reloading. Can help in panic situations when you just fire the whole magazine and have enemies still in front of you.
Upgrade II
Faster Aiming Down Sight.
Upgrade III
Faster Switching between weapons.

Loadout Pro
Allows an additional Primary Weapon to be carried in place of secondary weapon.
Upgrade II
Removes the weight penalty from weapon attachment.
Upgrade III
Increases mobility speed when carrying heavy weapons.

Rapid Fire Pro
Faster Fire Rate on primary weapons. Keep track of the ammunition since faster fire rate would also deplete your ammunition quickly.
Upgrade II
Faster Fire Rate on secondary weapon.
Upgrade III
Faster Fire Rate on mounted weapons.

Mobility Enhance
Reduces energy drain from sprinting and jumping.
Upgrade II
Increases Ledge Grab Speed.
Upgrade III
Faster Firing After Sprinting.

Retriever
Automatically collect Dog Tags from killed enemies.
Upgrade II
Support Bonuses require one less Dog Tag to activate.
Upgrade III
Support Bonuses remain active for longer.

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P.S. there is no bad perks are just unskilled players


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Re: Nanosuit Modules

Post  ETS|Deva! on 16.04.11 13:23

Nice list man!

The Energy Transfer is awesome.
What do you think is the most valuable Nanosuit Module?

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Re: Nanosuit Modules

Post  ETS|hemusmora on 16.04.11 15:52

I think it all depends on your playing style, as for me I like the Mobility Enhance I'm constantly running around the map and it helps to go to the enemy in the back)) in the mode of assault is priceless. I already have more than 50 dog tags "SPEED DEMON"

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Re: Nanosuit Modules

Post  ETS|Sequitor on 21.04.11 21:10

Thinking about getting loadout pro with a sniper and a scar gun but is loadout any good or is it just not worth it?

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Re: Nanosuit Modules

Post  ETS|Nightkillahr on 21.04.11 21:36

start playing with a scar/scarab as sniper is still useless in most maps and esl games. Thats my advice Razz

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Re: Nanosuit Modules

Post  ETS|Sequitor on 21.04.11 23:01

Yes maybe but sniper is way more fun:) but i want to play some ESL so i think i'll have too yes

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