Crysis Warhead Walkthrough :
This walkthrough for Crysis Warhead [PC] has been posted at 14 Feb 2010 by noia and is called "Weapon/Enemy Guide". If walkthrough is usable don't forgot thumbs up noia and share this with your freinds. And most important we have 3 other walkthroughs for Crysis Warhead, read them all!
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Walkthrough - Weapon/Enemy GuideCrysis: Weapon and Enemy Guide: & Crysis: Warhead: Weapon and Enemy Guide: Guide Started: March 25, 2008 by Alan Chan (joylock @ hotmail.com) The latest version of this guide may be found at www.gamefaqs.com The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). However: If you do post this guide on your web site, UNDER NO CIRCUMSTANCES REMOVE !!ANY!! PART OF IT, INCLUDING THE HEADER WITH CONTACT INFORMATION AND DISCLAIMERS. ESPECIALLY DO NOT REMOVE THE LINE "The Latest Version of This FAQ can be found at www.gamefaqs.com". Thank you. Purpose of this Guide: Despite being a fairly major release, I noticed that there aren't many FAQs written for Crysis and its stand-alone expansion pack, Warhead. So, I browsed through the game files and wrote this detailed FAQ for the game's single-player weapons and enemies. I hope you find it useful. TABLE OF CONTENTS: CRYSIS: GAME MECHANICS: - The Nanosuit WEAPONS: - Attachments - Backup Weapons - Primary Weapons - Explosive Weapons ENEMIES: - Enemy Soldiers - Enemy Vehicles - Aliens - Bosses CRYSIS WARHEAD: CRYSIS WARHEAD NEW GAME MECHANICS: CRYSIS WARHEAD NEW WEAPONS: CRYSIS WARHEAD ENEMIES: - Enemy Soldiers - Enemy Vehicles - Aliens - Bosses **************** *GAME MECHANICS* ******************************************************************************* - The damage enemies take varies based on what body part is hit: Head = 5000% Torso = 120% Body Armor = 75% Limbs = 65% Hands/Feet = 30% - The damage the player takes also varies based on where the enemy shoots them: Head = 100% Torso = 100% Body Armor = 45% Limbs = 65% Hands/Feet = 30% - Game difficulty primarily effects how quickly your health regenerates. In Normal difficulty, your health regenerates 10 units per second in Armor Mode, while on Delta difficulty your health regenerates 4 units per second in Armor Mode. Game difficulty does not seem to affect the amount of damage enemies do with their weapons, or how much health they have. - The 1.2 patch increases the damage done by the most common player-fired weapons, allowing you to kill enemy soldiers with fewer shots than in the unpatched version. The weapons mainly affected were the pistol, FY71, and SCAR (all of whom had their damage increased by around 50%). The stats and commentary in this FAQ were written for the patched version of the game. The 1.2 patch was also supposed to decrease the damage done by enemy weapons when fired at the player, but due to a programming oversight this never happens, as weapons do the exact same amount of damage whether used by the player or by enemy soldiers. As a practical result, after the patch enemies can survive fewer shots, but this also applies to the player. =============== =THE NANOSUIT:= =============================================================================== - In Crysis, you have 100 units of health, and your nanosuit will gradually regenerate any health you lose after taking damage. On Normal difficulty, health recharges at a rate of about 10 units per second in Armor Mode, and 5 units per second in all other suit modes. Note that your health recharges at a rate of only about 70% if you're moving instead of standing still. Also, if you take damage, your health recharge will be interrupted, and it'll take about a second or two before your health starts recharging again. Also note that your health regeneration rate is affected by difficulty; on Delta difficulty, you only recharge health at a rate of 4 units per second in Armor Mode, and 2 units per second in any other mode. - Besides health, you also have 100 units of suit energy, which powers the various special functions of your nanosuit. Suit energy recharges at a rate of about 20 units per second. Unlike health, suit energy recharges constantly, and won't be interrupted even if you take damage. - Additionally, your nanosuit acts as heavy body armor and significantly reduces the damage your health takes from enemy attacks. For example, while an enemy assault rifle normally does 80 damage per hit, your health will only take about 20 to 30 damage. Unfortunately, your Armor Mode shield doesn't benefit from this reduced damage, and takes full damage from enemy attacks. - Finally, your nanosuit has 4 different functional mode, each mode uses suit energy to perform a different special function. Intelligent tactical use of each of your 4 suit modes will aide you greatly throughout the game. ARMOR MODE: Armor Mode is the default mode of your nanosuit. While in Armor Mode, your suit energy serves as a "shield", and any damage you take will be subtracted from your suit energy instead of your health. Only when your suit energy is depleted by gunfire will you take direct damage to your health. Your health also regenerates twice as quickly as normal when you're in Armor Mode. Unfortunately, your Armor Mode shield actually isn't all that strong: it only lets you take 2 or 3 bullets more than you could in any other mode. For example, a single hit from an enemy assault rifle will take off 80 of your 100 units of suit energy. This is because your Armor Mode shield takes full damage from enemy attacks, instead of benefiting from your suit's damage-reducing body armor like your health does. However, 2 or 3 bullets can mean the difference between life and death. Also, your shield energy constantly regenerates, even while you're taking damage from automatic gunfire, so even after the first couple of hits, it still provide a slight, constant cushion absorbing some of the damage you're taking to your health. Armor Mode also allows you to survive attacks that would otherwise kill you (i.e. a single sniper round is normally fatal, but in Armor Mode it merely knocks out your shield and takes you down to about 50% health). STRENGTH MODE: Strength Mode, which causes your nanosuit to glow red, greatly increases your physical strength. It allows you to jump higher (with a vertical leap of more than 12 feet), punch harder, and throw objects with more force. It also lets you aim and fire your weapon much more steadily; Strength Mode causes your crosshair to drift less when you're aiming through a sniper scope, and it also reduces the bullet spread when firing an automatic weapon, especially the minigun. With Strength Mode, you can kill enemies with a single punch, or throw an object such as a barrel or crate at them for an instant kill (without strength mode, thrown objects usually only knock enemies down for several seconds). Each application of Strength Mode costs a different amount of suit energy; Jumping: 35 units per jump Throwing: 12 units per throw Melee Attacks:10 units per punch Firing: 3.5 units per shot when firing a weapon SPEED MODE: Speed Mode, which causes your suit to glow yellow, greatly increases your speed. In speed mode, you walk at the same speed you normally run. You can also run in Speed Mode, about as fast as a speeding car. Walking in Speed Mode doesn't use up suit energy at all. However, running in Speed Mode uses up suit energy, and very quickly too. You can only run for a total of about 3 seconds before your suit runs out of energy. Even with your suit energy depleted, you can still walk in Speed Mode at the same speed you normally run. Speed Mode also allows you to punch and melee attack faster, at a slight cost in suit energy per punch/melee strike. CLOAK MODE: Cloak Mode is a Predator-like cloaking device which renders you invisible to enemies. While in Cloak Mode, you can sneak past enemies without them noticing you. It even helps you escape from enemies who are already alerted to your presence and firing at you (although enemies will still occasionally spray wildly at your previous known position or chuck a frag grenade at the place where they last saw you). Cloak Mode constantly uses up suit energy; the rate at which it uses up energy depends on how fast you're moving. When standing still, the cloak uses up 1 unit of energy every 2 seconds, allowing you to remain cloaked for almost a minute and a half. When walking normally, you use up more than 9 units per second, allowing you to move for about 10 seconds before decloaking. To reduce the cloak's power consumption, try moving slowly while crouched. When your suit energy is reduced to about 10 units, Cloak Mode automatically shuts off, and the suit defaults back to Armor Mode. The cloak is very good, but not perfect. It emits a slight buzzing sound, and you still cast a shadow on the ground. Functionally, enemies will be able to notice you if you're standing about a dozen feet away from them. If you fire your weapon or perform an attack while in Cloak Mode, your suit energy will automatically drop to 0, and you'll be booted back into Armor Mode and forced to dive for cover from all the enemy soldiers who can suddenly see and shoot at you. A much better strategy is to manually switch to Armor Mode, fire your weapon, then quickly switch back to Cloak Mode. Because this doesn't empty your suit energy, this allows you to pick off enemies one-by-one, while still remaining hidden. You even regain about 10 to 20 units of suit energy during your brief attack period in Armor Mode. In the jungle, it's a good idea to hide in foliage, then switch to Armor Mode to recharge your suit energy. Enemies can't see you when you're hiding in foliage or tall grass. Use the cloak to move from foliage to foliage to sneak past enemy patrols. ********** *WEAPONS:* ******************************************************************************* - In Crysis, you are allowed to carry 2 primary weapons, 1 backup sidearm, as well as a missile launcher, C4 charges, and an assortment of grenades. All weapons and ammo have to be manually picked up with the USE key; simply running over them doesn't do anything except kick them around. - Ammo in Crysis is persistent. If you have 300 spare bullets for your SCAR rifle, and drop your SCAR rifle, when you pick up a SCAR rifle a few levels later, you'll find that you'll still have those 300 bullets in reserve. - Most weapons do reduced damage as range increases. Short-range weapons such as the submachine gun are more affected than long-range weapons such as the assault rifles. Attaching a silencer to a weapon causes that weapon's bullets to dramatically decrease in power as range increases. - The 1.2 patch increases the damage done by the most common player-fired weapons, allowing you to kill enemy soldiers with fewer shots than in the unpatched version. The weapons mainly affected were the pistol, FY71, and SCAR (all of whom had their damage increased by around 50%). The stats and commentary in this FAQ were written for the patched version of the game. The 1.2 patch was also supposed to decrease the damage done by enemy weapons when fired at the player, but due to a programming oversight this never happens, as weapons do the exact same amount of damage whether used by the player or by enemy soldiers. As a practical result, after the patch enemies can survive fewer shots, but this also applies to the player. ============== =ATTACHMENTS:= =============================================================================== - Each of the game's weapons can be modified with various nanotech- created attachments, such as silencers, scopes, and undermounted grenade launchers. You can acquire new attachments by collecting a weapon with that attachment on it. There are 5 different categories of attachments, however not all weapons can fit all 5 categories (i.e. a shotgun can be outfitted with a flashlight/laser pointer and a scope, but not a silencer or a grenade launcher). - Once collected, an attachment is permanently in your inventory. For example, if you attach a sniper scope to a rifle, then drop that rifle, you won't "lose" the sniper scope, and will still be able to attach it to all your other weapons. (1): Silencer: A silencer reduces the noise produced by a firearm, thus preventing enemies from being alerted to your presence when you fire that weapon. Normally, when you fire a weapon, the enemy will hear the noise, spin around to your direction, and move to your location to investigate. With a silencer equipped, the enemy won't be able to tell where the shots are coming from (although they may move to investigate the area where you bullet LANDED, as it makes a noise on impact). The BIG DRAWBACK to the silencer is that it causes your bullets to rapidly lose power as distance increases. At 50 meters or more, you bullets barely hurt enemies; you might as well be shooting spitwads at them. Because it seriously reduces the damage your weapons do, I generally recommend not equipping the silencer by default, only in specific situations when you want to be stealthy. As a stealthy Delta Force special forces soldier, you begin the game with this attachment available. (2): Laser Pointer: A laser aiming module that creates a red target dot on whatever you aim your weapon at. This replaces your crosshair when you have it equipped, and it serves a similar function. The laser pointer also makes your weapon much more accurate, by decreasing the spread of the bullets. It's GREAT if you like running- and-gunning "from the hip". Although the laser emits a bright red beam that gives away your location, enemies don't seem to be able to see it at all (multiplayer is a whole different story). A laser pointer can first be obtained at the enemy HQ near the beginning of Mission 3: Relic; you can get it from a submachine gun dropped by one of the KPA Special Forces soldiers sent in as reinforcements during your attack. Flashlight: A flashlight attached to the barrel of your firearm, for manuevering in the dark. If only they had these on Mars (a crack which you've probably already heard a thousand times). Unlike your Nightvision goggles, the flashlight doesn't use up battery power and can be kept on indefinitely. The drawback is that enemies can see your flashlight beam. If you've got one on while cloaked, enemies will be able to spot you regardless of your cloak (why they can't likewise spot the laser pointer is anyone's guess). Like the silencer, you start the game with this attachment available. (3): Grenade Launcher Attachment: An undermounted grenade launcher that fires a grenade shell, which explodes on impact. The shell is affected by gravity and travels in an arc, but still travels reasonably far with a range of more than a few dozen feet. Rifle grenades have a smaller splash damage radius than frag grenades, but are still effective against enemy infantry and light vehicles (LTVs and patrol boats). You can carry a total of 10 rifle grenades (plus 1 in the chamber). Rifle grenades are pretty rare, and can only be found in enemy armories or weapon stockpiles. Tactical Attachment: The tactical attachment fires a tranquilizer dart that knocks out enemy soldiers for 60 seconds. The dart is completely silent, and is a good way to take down a KPA soldier without alerting other nearby enemies. You'll probably want to run over to them and either shoot them in the head with a silenced shot, or melee them to death, otherwise they'll just get back up again after a minute. You have an unlimited number of darts, but you have to wait 10 seconds after firing a dart before you can fire another one. You start the game with this attachment available. (4): Iron Sights: The basic iron sights attached to the weapon by default. Iron sights provide only a very slight zoom, but allow you to target enemies more accurately that just firing from the hip with the crosshair. When firing from iron sights (or any scope), you also get less bullet spread during automatic fire. It takes some skill and practice to aim with these properly. They also obstruct the bottom half of the screen when you're aiming down them. Reflex Sights: A red dot reflex scope. Provides only a very slight zoom, but is easier to aim with than iron sights, as the red dot inside the scope indicates exactly where your bullet will hit. The reflex scope also gives you a clearer view than iron sights, as the lower half of the screen isn't obstructed by the weapon itself. You start the game with this attachment available. Assault Scope: The assault scope provides a fixed 3x zoom, allowing you to target more distant enemies than with the naked eye alone. This makes medium-long range combat much easier, although it's not really powerful enough for true long-range sniping. You can first acquire an assault scope by picking up a precision rifle from an enemy sniper or stockpile in Mission 2: Recovery. Sniper Scope: The best scope available for long range combat, the sniper scope is a variable scope that features a 3x and a 10x zoom, allowing you to snipe enemies from long range. This works great for both assault rifles and sniper rifles, and allows you to pick off enemies from relative safety. You can get a sniper scope in Mission 3: Relic off an enemy sniper's precision rifle. (5): FY71 Normal Ammo: The normal ammo for the Korean FY71 assault rifle. FY71 Incendiary Ammo: Incendiary rounds for the FY71. These are very powerful; they can kill enemy soldiers in just 2 hits, and also work well against the basic alien enemies. Unfortunately, they're rather rare, and can only be found at certain very specific enemy weapon stockpiles. You can first acquire incendiary rounds at the end of Mission 4: Assault, in a warehouse armory inside the enemy harbor. You can carry 300 rounds of incendiary ammo, plus 31 rounds in the clip (the same amount as normal FY71 ammo). ================= =BACKUP WEAPONS:= =============================================================================== Fists: Damage: 80 DESCRIPTION: These are your hands. Obviously, you'll always have them (you'd really be in trouble if you didn't). You can punch enemies for decent damage; most enemies die after about 3 to 4 punches. You can also use Strength Mode to increase the damage of your punches, allowing you to kill any standard enemy soldier with a single punch. Punching isn't particularly practical, especially in a large firefight, but it's a fun way to take out lone enemies. You can also perform a melee attack with any of your firearms. The damage varies from 50 to 80 depending on the firearm (i.e. the pistol does 50 damage, the minigun and alien MOAC do 80 damage, while most weapons including rifles do 65 damage). Meleeing is a good way to deal with enemies if they somehow end up right in your face. ENEMY USAGE: Enemy soldiers will never fight bare-handed, but they can melee you with the butt of their firearms at close range. ===== Pistol: Faction: U.S.A. and North Korea Damage: 60 Rate of Fire: 450 rpm Clip Size: 20 (+1 in the chamber) Max Ammo: Single Pistol: 200 + 21 Dual Pistols: 200 + 42 Damage Drop: After 25 meters, 0.3 per meter Attachments: (1) (2) BRIEF BLURB: A pistol, which you'll always carry as a sidearm along with your 2 primary weapons. Makes a decent backup weapon, but isn't as good as a primary weapon in a firefight. Can fire in 2-shot bursts for quicker takedowns, but this also results in increased recoil. Can also be dual-wielded, increasing the number of bullets you can fire before needing to reload (dual-wielding does not increase your rate of fire, as you fire the pistols alternately instead of both at once). DETAILED DESCRIPTION: Modeled on the USSOCOM pistol (aka the H&K Mk23 pistol), this sidearm is carried by both Korean and U.S. forces as a backup weapon. You start the game with a pistol and a SCAR assault rifle. You can also pick up a second pistol to dual wield pistols akimbo. When dual wielding, you can fire off twice as many rounds before needing to reload. The pistol can be fired either in single-shot, or 2-shot burst mode. 2-shot burst allows you to deliver a double-tap with each trigger pull, but also results in increased recoil pulling your aim upward. The pistol has decent stopping power; 3 or 4 shots should kill an enemy solder. With the 2-shot burst, that's just 2 trigger pulls. You also start the game with a silencer and a laser-aiming module for the pistol, increasing it's accuracy when firing "from the hip". Unfortunately, the pistol's lower rate of fire and lack of automatic fire make it less potent in combat than an assault rifle. Pistol ammo is less common than FY71 assault rifle ammo, but you'll still usually find pistol ammo at all enemy weapon stockpiles, and some enemies also drop pistols after being killed. The pistol's not as useful as a primary weapon (such as a SCAR or FY71 assault rifle), but you'll always carry them throughout the game, so they make a decent backup weapon if you run low on ammo for your two primary weapons. ENEMY USAGE: Pretty much every enemy soldier in the game carries a pistol as a sidearm. If the ammo mag on their primary weapon runs out, and you're still in their line of sight, enemies will sometimes whip out their pistol and open fire on you instead of pausing to reload their primary weapon. Enemy snipers also carry pistols, and will use them if you're too close to safely fire at with the precision rifle. In the first couple of missions, you'll also find a few unprepared enemies who are armed only with a pistol. Enemies with pistols are the lowest priority threat, but they can still kill you if you've been weakened by assault rifle fire. ================== =PRIMARY WEAPONS:= =============================================================================== SCAR: Faction: U.S.A Damage: Normal Rounds: 120 Grenade Launcher: 250 Rate of Fire: 700 rpm Clip Size: 40 (+1 in the chamber) Max Ammo: 280 + 41 Damage Drop: After 50 meters, 0.1 per meter Attachments: (1) (2) (3) (4) BRIEF BLURB: The U.S. assault rifle, significantly better than its Korean counterpart (the FY71). Does more damage, has a larger clip size, a higher rate of fire, and is also slightly more accurate too. Can be used in short bursts to pick off enemies at long range, or go full-auto to mow down enemies at close range. Unfortunately, you won't be able to get ammo for it for much of the game, which usually forces you to use the FY71 instead. Makes a decent weapon in the later levels for fighting aliens, though. DETAILED DESCRIPTION: The SCAR assault rifle is the standard weapon of the U.S. forces in Crysis. You, your Delta Force squadmates, and almost all U.S. Marines seen in the game carry one into combat. An ergonomic and highly engineered weapon, it is superior to the North Korean FY71 assault rifle in every way; it has a higher rate of fire, greater stopping power (50% stronger than the FY71), a larger clip size, and slightly less bullet spread when firing in full-auto. Even heavily armored enemy soldiers should drop after only 2 or 3 hits from the SCAR. In fact, the SCAR's higher damage and rate of fire combine to let it do almost twice as much damage over the same period of time as the FY71 would. You start the game equipped with a SCAR assault rifle and a pistol. On a side note, the SCAR in Crysis seems to be modeled on the canceled XM-8 assault rifle, rather than the actual SCAR-L assault rifle. With its high accuracy, the SCAR works well at long range for picking off distant foes with short bursts. With its high rate of fire and powerful bullets, it also works well at close to medium range for mowing down enemies with full-auto fire in close quarters. It's one of the most versatile weapons in the game. The big drawback to the SCAR is that ammo for it is extremely rare for most of the game, as you won't be finding any ammo for it on the North Korean dominated island. You're pretty much limited to the bullets you start with, plus a couple clips you can take off killed teammates in the game's first level. As a result, you'll probably be forced to use the FY71 instead once you run out of bullets for the SCAR. SCAR ammo does become more common in the game's later missions once U.S. forces are introduced to the conflict, but it's still not nearly as common as FY71 ammo. ENEMY USAGE: None of your North Korean enemies are armed with this American weapon, and obviously the aliens that show up later in the game won't be using it either. The SCAR is, however, carried by practically every U.S. Marine seen in the game. You can acquire SCARs and SCAR ammo from U.S. stockpiles, and if a Marine dies you can get their weapon from them. ===== FY71: Faction: North Korea Damage: Normal Rounds: 80 Incendiary Rounds: 150 Grenade Launcher: 250 Rate of Fire: 620 rpm Clip Size: 30 (+1 in the chamber) Max Ammo: 300 + 31 Damage Drop: After 50 meters, 0.2 per meter Attachments: (1) (2) (3) (4) (5) BRIEF BLURB: The Korean assault rifle; most of your enemies carry one, so ammo for it is extremely common. Although not quite as good as the SCAR, it is still a very good weapon that works well for close, medium, and long range combat. It's got great accuracy and no recoil, and can be used to snipe enemies at long range once you get a sniper scope. This should serve you well as your primary weapon for most of the game. For particularly tough enemies, you can load it with powerful incendiary bullets. DETAILED DESCRIPTION: The FY71 assault rifle is the primary weapon used by the enemy North Korean soldiers for most of the game. It's pretty much a standard first-person shooter assault rifle. It holds 30 rounds per clip, fires at 620 rounds per minute, and kills enemy soldiers in 3 or 4 shots. Modeled after the AK-47 series of assault rifles, it's a typical signature weapon for military entertainment bad guys. The FY71 is a rugged and reliable firearm; although it's not quite as good as the U.S. SCAR assault rifle, it's still a great weapon that works well in most situations. Although not quite as good as the SCAR, the FY71 is still an assault rifle. It's accurate, fast, and reasonably powerful. You can use it to snipe enemies at long range (especially after you acquire a scope), as well as to mow them down in close-quarters combat with full-auto bursts. It makes a good primary weapon for most of the game. Additionally, the FY71 can load powerful incendiary rounds, which do even more damage than SCAR rounds. Unfortunately, incendiary ammo is even harder to find than SCAR ammo, and only shows up at select enemy stockpiles. Since almost every enemy in the game carries one, and since ammo for it is plentiful at enemy weapon stockpiles, you'll always have plenty of FY71 ammo to work with. Note that in the last few Korean missions (the end of Mission 4, and Missions 5 and 6) enemies stop carrying the FY71 so much, primarily using the submachine gun instead. As a result, you'll find less ammo for it in the field, although FY71 ammo is still plentiful at enemy weapon stockpiles. ENEMY USAGE: The FY71 is carried by most of the enemy soldiers you'll encounter, especially in the game's first few missions. Later in the game, however, enemy soldiers seem to prefer the submachine gun, especially those guarding enemy bases and headquarters. Enemies are reasonably good with their FY71 assault rifles. They can kill you in several hits, and are reasonably accurate shots even as they spray you with automatic fire. Good use of cover and your suit's abilities is essential for survival. ===== Shotgun: Faction: North Korea Damage: Normal Spread: 50 x 10 Narrow Spread: 35 x 10 Rate of Fire: 60 rpm Clip Size: 8 Max Ammo: 40 + 8 Damage Drop: After 15 meters, 2.0 per meter Attachments: (2) (4) BRIEF BLURB: A powerful combat shotgun, great for mowing down enemies at close to medium range. It's strong enough to kill enemy soldiers in just one direct shot. It can be fired in either wide spread or narrow spread mode. Wide-spread does more damage and allows you to hit a larger area, while narrow spread is more accurate (you can actually snipe enemies at several dozen feet away with it). It's surprisingly effective for medium range run-and-gun combat, and in narrow spread mode a single shot can be lethal up to several dozen feet. Quite similar to the original Doom 1 & 2 shotgun, actually. The shotgun also works very well against the Alien Troopers in the game's later levels. DETAILED DESCRIPTION: A powerful combat shotgun, modeled after the Benelli M4 Super 90. The shotgun packs a punch, firing a spread of 10 pellets that at close range can kill any enemy soldier in one shot, or kill basic alien enemies with 2 or 3 shots. Enemy soldiers often carry shotguns, and you can acquire one about halfway through the game's first mission. The shotgun can be fired in either wide or narrow firing mode. Wide firing mode does more damage, but disperses the shells in a wider spread. This is good for hitting fast-moving enemies at close range (you don't have to be so accurate), but means you can't really hit anything at medium to long range. Narrow firing mode fires a narrower cone of pellets; it does less damage, but the narrow spread allows you to accurately hit enemies even at longer range. When aiming with a reflex sight or using a laser sight to increase accuracy, the narrow spread lets you can kill enemy soldiers with just 1 or 2 shots even at several dozen feet away! Unlike most other FPS shotguns, the Crysis shotgun isn't limited to just close-quarters combat. It's also very effective for medium range run-and-gun shooting, especially if equipped with an accuracy- improving laser sight. In narrow spread mode, it's even effective even at near-long range. It's great for clearing out enemy bases, or any other sort of combat that takes place at less than 100 feet. Even running around firing from the hip, you can still mow down enemy soldiers at medium range with just a single shot. The shotgun is also great for killing the fast-moving, melee-focused Alien Troopers in the game's later levels. Ammo for the shotgun is pretty common; enemies often drop shotguns, and shotgun ammo is quite common at enemy weapon stockpiles. ENEMY USAGE: Many enemies carry shotguns; and ever squad of enemy soldiers usually has at least 2 or 3 guys with shotguns. When used by enemies, the shotgun really isn't much stronger than an assault rifle. A close-range blast from an enemy shotgun does only slightly more damage than an assault rifle bullet. Also, most of the game takes place at medium to long range, where the shotgun's lethality is reduced somewhat by distance. When enemies use the shotgun, their pellet spread is pretty wide; they still do decent damage at medium range, and it's easy for them to hit you, but at least they won't be quite as lethal as automatic fire from an assault rifle. ===== Submachine Gun: Faction: North Korea Damage: 45 Rate of Fire: 950 rpm Clip Size: 50 (+1 in the chamber) Max Ammo: 350 + 51 Damage Drop: After 25 meters, 0.5 per meter Attachments: (1) (2) (4) BRIEF BLURB: A fast-firing submachine gun, designed for close-to-medium range combat. Has a higher rate of fire than an assault rifle, as well as a fast reload speed and a larger clip size; however it doesn't work as well at long range, and the bullets are significantly less damaging. The SMG also suffers from recoil, and will drift upwards during automatic fire. It's not quite as good as the FY71 assault rifle, but ammo for it is very common in the later Korean levels, since most KPA soldiers start to use it instead of the FY71 as their primary weapon. DETAILED DESCRIPTION: The submachine gun is a compact weapon with a very high rate of fire, designed for spraying out a high volume of bullets in close-to- medium range combat. It seems to be modeled on the MP7 PDW (seen in Half Life 2), but larger in size. Korean forces begin carry submachine guns by the game's 3rd mission. The submachine gun has a higher rate of fire, a faster reload speed, and a larger clip size than an assault rifle, allowing you to spray a higher volume of bullets during automatic fire. On the downside, the individual bullets are weaker than those of an assault rifle (it takes about 4 to 6 shots to kill an enemy soldier), and the submachine gun is also less accurate, largely limiting it to close or medium range combat. The submachine gun's high rate of fire also gives it quite a bit of recoil; unlike an assault rifle, the submachine gun's aim will climb upward during automatic fire due to the recoil. The submachine gun's weaker bullets actually undermine its higher rate of fire and clip size; it does less damage over the same period of time as a SCAR or FY71 assault rifle would, as well as less damage with a full clip of fire. Still, it's by no means bad, and works well for close-quarters room-clearing, or mowing down enemies at medium range. I suppose it's a good backup weapon if you run low on assault rifle ammo. Just don't try sniping with it. Note that, while the submachine gun works fine against standard Korean soldiers, it is markedly less effective than an assault rifle against stronger enemies, such as Nanosuit Soldiers or Alien Troopers. Submachine gun ammo is less common than FY71 ammo for the game's first few missions, although you can still get some at many enemy weapon stockpiles. From the end of Mission 4 onwards, enemies begin carrying submachine guns almost exclusively instead of FY71 assault rifles, so submachine gun ammo suddenly becomes much more common than FY71 ammo. ENEMY USAGE: Submachine guns are first seen near the beginning of Mission 3: Relic, wielded by KPA Elite Special Forces soldiers who are sent to the Korean HQ base as reinforcements during your attack. While enemy soldiers usually carry FY71 assault rifles or shotguns, they'll sometimes use submachine guns instead. From the end of Mission 4: Assault, enemies seem to swap the FY71 assault rifle for the submachine gun as their primary weapon of choice. Pretty much every enemy in the harbor HQ at the end of MIssion 4 carries a submachine gun instead of a FY71 rifle; the same is true of most of the enemy soldiers in MIssion 6: Awakening. ===== Precision Rifle: Faction: North Korea Damage: 250 Rate of Fire: 44 rpm Clip Size: 10 (+1 in the chamber) Max Ammo: 30 + 11 Damage Drop: None Attachments: (2) (4) BRIEF BLURB: The precision rifle is essentially a bolt-action sniper rifle. There's a delay of 1.36 seconds between each shot to bolt the next bullet into the chamber. It's very accurate, and the damage done by its bullets doesn't decrease over distance. A single shot to the chest is enough to kill any standard enemy soldier (even those wearing armor), however a shot to the limbs will knock them to the ground, but leave them still alive with a small amount of health. The precision rifle is a good 1-shot, 1-kill weapon for picking off enemies at long range once you get a sniper scope, but ammo for it is pretty uncommon. DETAILED DESCRIPTION: The precision rifle is a sniper rifle modeled on the H&K PSG-1. Unlike the PSG-1, the precision rifle is bolt-action, so you'll have to manually bolt a new round into the chamber after each shot, result in a delay of about 1.36 seconds between each shot. A powerful weapon, the precision rifle can kill any standard enemy soldier (even heavily armored ones) with a single round to the chest. A round to the limbs won't be fatal, but will seriously injure an enemy soldier as well as be powerful enough to knock them down on the ground for several seconds. Extremely accurate, the precision rifle is designed for long-range combat. With a sniper scope, you can zoom in on enemies at long range, and pick them off from safely outside their effective range of fire. You first acquire a sniper rifle in Mission 2: Recovery, but it'll only be equipped with an assault scope, which doesn't zoom far enough for the precision rifle to be used to optimum effect. Only when you get a sniper scope in Mission 3: Relic does the precision rifle really shine. Unfortunately, precision rifle ammo is quite rare. You often won't find any at enemy weapon stockpiles, so the only way to replenish your ammo is to kill enemy snipers and take their weapons. This is a shame, because the one-hit kill, long-range nature of the precision rifle makes it a fun weapon to use. Ultimately, the precision rifle is useful to carry, but the scarcity of ammo prevents you from using it as much as you'd like. Also, once you get a sniper scope, you can snipe enemies pretty well with short bursts from your assault rifle, so you don't actually NEED the precision rifle for anything. It just does the job a bit better (with 1-hit kill shots to the chest at any range, whereas the assault rifle needs several shots at longer range to do the job). ENEMY USAGE: The precision rifle is only used by enemy snipers, and enemy Nanosuit Soldiers. It is VERY powerful; in Armor Mode, a single hit will knock off all your armor as well as more than half of your health, and a second shot will kill you. In any other mode, a single shot is fatal if the enemy manages to land a headshot or torso shot on you. Enemies are also extremely accurate with it, and will always hit you even at a few hundred meters away if you just stand still. To survive against snipers, you'll need to keep moving, find cover, and counter- snipe them before they can kill you. CRYSIS WARHEAD NOTES: In Crysis: Warhead, the precision rifle is carried by several North Korean Snipers as well as several North Korean Nanosuit Soldiers. Fortunately, enemies do much less damage with the precision rifle in Warhead than they did in the original Crysis (80 damage in Warhead compared to 250 damage in Crysis) and it takes about 5 shots from their weapons to kill you in Armor Mode (which gives you plenty of time to cloak or dive for cover). As a result, enemy snipers are no longer the 1-or-2-hit-kill major threats they were in the original game, which makes fighting them much easier. ===== Gauss Rifle: Faction: U.S.A. Damage: 500 Rate of Fire: 30 rpm Clip Size: 5 (+1 in the chamber) Max Ammo: 20 + 6 Damage Drop: None Attachments: (2) (4) BRIEF BLURB: The gauss rifle operates similarly to a railgun, firing a metal slug at supersonic speeds and leaving a blue contrail in its wake. It has a slow rate of fire (with a delay of 2 seconds between each shot), but is very powerful. It can kill KPA soldiers or Alien Troopers in 1 shot, or kill light armor vehicles, Nanosuit Soldiers, or Alien Scouts in just 2 shots. Unfortunately, it's no use against heavy armored vehicles such as helicopters, tanks, or APCs. Functionally, it's very much a more powerful version of the sniper rifle. It's kind of overkill against KPA soldiers, but works very well in the game's later levels for shooting down Alien Scouts (against whom it's probably your best weapon). DETAILED DESCRIPTION: A high-tech future weapon used exclusively by U.S. forces, the gauss rifle fires a large metal slug at supersonic speeds for massive damage against whatever it ends up hitting. If you shoot a human being with it, expect their body to be blown a couple dozen feet through the air. In gameplay terms, it's a railgun (in fact it's appearance and firing animation is surprisingly similar to the old Red Faction railgun). The gauss rifle has a relatively slow rate of fire (there's a 2 second delay between each shot), but it's very powerful; it kills standard enemy soldiers in 1 shot and light enemy vehicles (such as LTVs or Patrol Boats) in 2 or 3 shots. It also kills Alien Troopers in 1 shot, and Alien Scouts in just 2 shots. Unfortunately, it's a heavy weapon that slows you movement rate down somewhat. You first acquire a gauss rifle at the end of Mission 5: Onslaught, from a U.S. supply drop. Like the precision rifle, the gauss rifle serves as a sniping weapon for long-range combat. It's designed for use against infantry and light vehicles. Unfortunately, it has no effect against heavier enemy vehicles (you can't shot down helicopters or blow up tanks with it). It is, however, fairly effective even against the large alien warmachines. The gauss rifle is THE BEST WEAPON for taking out Alien Scouts, and you should always carry one in the last couple of missions solely for fighting Alien Scouts with. Gauss ammo is pretty rare, especially when you first acquire it. However, a single gauss ammo pickup usually gives you the maximum 20 rounds you can carry. Gauss ammo is also more common in the last couple missions of the game, especially in areas where you really need it (i.e. for fighting swarms of Alien Scouts). ENEMY USAGE: Fortunately, no enemy Korean soldiers will ever get their hands on a gauss rifle. However, you'll occasionally see U.S. Marines fighting with gauss rifles against the aliens in the game's last couple of missions. Unfortunately, this is mostly for show, as the game is designed so that Marines' attacks do very little damage to most of the larger alien warmachines. CRYSIS WARHEAD NOTES: In Crysis: Warhead, a handful of North Korean soldiers are equipped with gauss rifles captured from fallen U.S. Marines. These guys are extremely dangerous, and can kill you in a single direct hit even if you're at full health and armor. You need to kill them quickly before they can kill you (Cloak Mode helps a lot in this regard). Fortunately, these guys are extremely rare, and there are only about 3 of them in the entire game. ===== Minigun: Faction: North Korea Damage: 90 Rate of Fire: 1200 rpm Clip Size: 500 Max Ammo: 500 + 500 Damage Drop: After 50 meters, 0.2 per meter Attachments: (2) BRIEF BLURB: The minigun is pretty much what you'd expect; it has an extremely high rate of fire, but average to below-average accuracy. As a result, it lets you spray out an incredible amount of bullets, but you can't precision target specific enemies at long range with it. It also has a very slight spin-up time, which causes a small delay between when you press the fire button and when the gun actually begins to fire. The minigun also slows you down when you have it equipped. Overall, I don't really recommend it, as I prefer the more accurate and versatile assault rifles instead. Your mileage may vary. It's only available in 2 of the game's 11 missions anyway. DETAILED DESCRIPTION: The Hurricane minigun is exactly what it sounds like; a huge spinning minigun that spits out powerful bullets at an incredible rate of fire. The minigun does more than twice as much damage over the same period of time as the FY71 assault rifle, and can shred multiple enemy soldiers very quickly. On the downside, there's a split-second spin-up time before the minigun begins firing, and its accuracy is rather low. Also, the longer you fire the minigun, the wider the bullet spread becomes. The minigun is also heavy, and will cause your movement speed to slow down while you have it equipped. The minigun's performance can be improved when firing in strength mode; in strength mode, it won't weigh down your movement speed, and the bullet spread is reduced as your increased strength lets you hold the weapon more steadily during automatic fire. In the single-player campaign, the minigun is actually only available in Mission 6: Awakening, and Mission 11: Reckoning. Ammo for it is actually reasonably findable in the levels where it is available; every minigun ammo pickup gives you 500 bullets, and you can find ammo in weapon stockpiles or from killed enemy Nanosuit Soldiers. I actually prefer the precision of the assault rifle over the indescriminate mass damage of the minigun, but your personal mileage may vary. ENEMY USAGE: The minigun is so heavy that a normal human soldier can't possibly wield it. As a result, it is used exclusively by elite enemy Nanosuit Soldiers. You'll face a total of 6 Nanosuit Soldiers armed with miniguns, although fortunately only 1 or 2 at a time will fight you at once. When wielding the minigun, enemy Nanosuit Soldiers have a very high rate of fire, but reduced (yet still decent) accuracy at long range. Still, they're a walking machinegun turret and can cut you to pieces with a second or two of constant fire. Firing from cover and/or using cloak to get the drop on them is essential for victory. CRYSIS WARHEAD NOTES: Minigun-wielding Nanosuit Soldiers do not appear in Crysis: Warhead, so you won't see any enemies wielding the minigun against you. You can, however, find one or two miniguns laying around in enemy weapon stockpiles, but it and ammo for it are extremely rare. ===== Alien MOAC: Faction: Aliens Damage: 150 Rate of Fire: 800 rpm Clip Size: 5 seconds of constant fire before overheating Max Ammo: Infinite Damage Drop: None Attachments: (2) BRIEF BLURB: The Alien MOAC fires ice shards, and functions essentially like an alien minigun. It has a high rate of fire, a split-second spin-up time, significant bullet spread at long range, etc. The big advantage of the MOAC is that it has inifinite ammo, but will overheat after 5 seconds of continuous fire, requiring it to cool down for a second or two before you can fire it again. It's a decent weapon for fighting Alien Troopers and Alien Scouts with. As with the minigun, it's only available in 2 of the game's 11 missions. DETAILED DESCRIPTION: The alien MOAC (MOlecular ACcelerator) is a large alien cannon that rapid-fires damaging shards of ice at high speed. In size, shape, and behavior, it's very much like an alien minigun. It even has a split second "spin-up time" before it begins firing. The MOAC is more accurate than the minigun, and doesn't suffer from increasing spread during full-automatic fire. The MOAC also has infinite ammo, but overheats after 5 seconds of constant firing, requiring a second or two to cool down before it can fire again. Like the minigun and gauss rifle, the MOAC is rather heavy, and slows your movement rate down somewhat. Prophet appears out of nowhere wielding a MOAC in the middle of Mission 8: Paradise Lost, and gives it to you soon afterwards. In the singleplayer campaign, the MOAC is only available to you in Mission 8 and Mission 9. Unfortunately, the aliens are pretty resistant to their own weapons. Alien Troopers only take 30% damage from the MOAC (45 damage per shot), and Alien Scouts take only 40% damage from it (60 damage per shot). Then again, the aliens have partial resistance to most other weapons too. The MOAC still works decently well against aliens due to its high rate of fire; you can kill Alien Troopers with a couple seconds of constant fire, and Alien Scouts can be shot down with about 2 or 3 full 5-second bursts. The MOAC's got infinite ammo, and it works decently well against Troopers and Scouts, so you might as well use it while you have it. Switch to the gauss rifle for shooting down Scouts once it becomes available, though, since it's much more effective than the MOAC against Scouts. ENEMY USAGE: Although no-one except Prophet and yourself will wield the player- usable version of the alien MOAC, most aliens and alien warmachines are equipped with their own versions of the MOAC, which they use to rapid-fire ice shard bullets at you. CRYSIS WARHEAD NOTES: The usable version of the MOAC does not appear in Crysis: Warhead. Enemy Alien Troopers are still equipped with their own version of the MOAC to fight you with, though. |
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