Crysis - PC/Quick Strategies
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Nanosuit
You'll be spending the entire game in your technologically-advanced full-body nanosuit, and as such you'll have four different powers available for your use, but only one at a time. Each of these enhancements lasts for a limited amount of time, after which you must recharge the suit before using them again.
Armor
With maximum armor switched on, the damage you take from enemies drastically reduces, lowering your energy level instead of your health level. You'll also regenerate health much faster with this activated.
Cloaking
Far and away the most useful of all the suit's capabilities, you'll barely go five minutes through Crysis without cloaking. There are countless moments when you'll cloak, sneak up to a group of KPAs, and then attack them, all without them ever knowing where you are. The cloak ability drains your suit's power very quickly, particularly if running, but crawling slows down this process considerably. Beware, though: you'll need to find save havens to let your suit recharge with heavy use of this abilitiy.
Speed
The maximum speed skill also drains your suit's power at an alarming rate, but you'll pretty much only use it when you're trying to get away from a large number of enemies you can't tackle alone, or when you're crossing long stretches of terrain without a vehicle. You can still leave Speed turned on and not sprint to boost your overall velocity.
Strength
Though you can use maximum strength to grab KPAs by the neck and strangle them to death, this ability is better used for making high jumps over walls and punching through doors. There are several moments when a full-strength jump can save your bacon by leaping over a wall, effectively separating you from an enemy brigade.
Weapons
Fisticuffs (Your hands)
Though there's almost never a time in the game when you'll have to use your bare hands, you can still make them useful by turning on maximum strength and throwing a punch. This will kill a KPA instantly and silently, and is useful if you have no other way of silently killing your enemy.
Frag Grenades
Frag grenades are good for chucking into clusters of unsuspecting KPAs and little else. If you try to hurl one at the soldiers in the heat of battle, they'll be smart enough to get away before they detonate.
Smoke Grenades
Even more useless than frag grenades, smoke grenades are rendered pretty much obsolete by your nanosuit's cloaking capabilities. That said, if you're in a bind and your suit is recharging, you can use them for cover until cloaking comes back online.
Flash Grenades
Very useful grenade which give a flash explosion (when exploding) so your opponent will be blinded, even on Delta they always just fall into this 'boobytrap' and it could come out very handy to do this and then just run into them hitting them like a crazyman with Strength-mode.
Pistol
Your trusty pistol isn't powerful in any sense of the word, and as such is pretty useless, but it can be used in conjunction with a silencer for stealthy kills, or for shooting explosive barrels to torch anyone unfortunate enough to be standing near them.
SCAR Rifle
The SCAR rifle boasts rapid fire and is best used at close range. Like the pistol, you won't be using much of your weak SCAR rifle throughout Crysis, especially when you consider there isn't much ammo for it; a much better choice would be an FY71.
FY71
The North Koreans love this rifle, and that means one thing: lots of ammo for it! The FY71 isn't particularly strong, but it's very versatile, as you can attach a scope, silencer, or flashlight to it. You'll be using this through much of the game.
Shotgun
Hands down, the most useful weapon in Crysis. The shotgun packs a powerful punch that can kill both North Koreans and aliens alike with the greatest of ease, just as long as they aren't too far away from you. You can add a laser sight and flashlight to it if you like, but it's best used in conjunction with your nanosuit's cloaking capabilities: just sneak up to a cluster of unsuspecting KPAs and go to town with the shotgun to decimate the group in seconds.
SMG
Very similar to your SCAR rifle, the North Koreans' SMG boasts one "upgrade" the SCAR didn't previously possess: the laser sight.
Precision Rifle
In essence, a sniper rifle, and accurate as all get out. Perfect for headshots at any range (though obviously not as effective a weapon in very close quarters). Find them in the KPA watchtowers.
Gauss Rifle
The Gauss Rifle is a powerful gun that you're forced to pick up as part of a mission late in the game, but the fact of the matter is it's just not as effective as the shotgun, which you'll have to swap out to keep the Gauss. Though you may be tempted to try out a new weapon, the shotgun is just a better bet all around. This is because he is just so much quicker shooting, if you miss one time with the Gauss in close combat you are sure to be dead. But if you have to shoot someone on a large distance, let's say 200ft, no way you are going to hit him with the shotgun, with a bit skills you can hit him easily with the Gauss.
Missile Launcher
These are few and far between, but they're usually nearby when you need them. Incidentally, "when you need them" usually entails taking out a chopper, gunship, or KPA tank. Extremely powerful and explosive, so make sure your target is at a considerable distance before you pull the trigger.
Minigun
The minigun takes a moment for the barrels to spin before firing, but once it gets going it's great for cutting through groups of North Koreans or aliens. Best used at a distance, before the enemy has time to rush you, the minigun is also quite heavy, and will slow you down when running around with it.
Alien MOAC
The MOAC shoots a sort of icicle at enemies and can only be used for a short section of the game. That's a good thing, because the MOAC overheats quickly, is weak, and won't work well against alien robots.
TAC Cannon
This is a one-time-use weapon, used to defeat the final "boss" in the game. You must steady the weapon at your target and wait a while for it to lock on before you fire.
