Run and Gun Loadout with description.

Post » Tue Feb 24, 2009 7:25 pm

Hey im KhaOs and my style of play is very fast paced. I love rushing the hell out of people flanking and/or just going straight into the jaws of the enemies and wipe em out! Here is my little loadout hopefully giving some tips on how to use the nanosuit modules(perks) to your gamestyle and advantage! I got most perks pro already so let me know if you want other ideas for loadouts!
If you want to play with me add me up!
PSN: iKhaOs--

GUN and attachment--
Feline w/ suppressor, extended mags

PERKS --
Armor
Proximity Alarm-
Automatic warning when an enemy is nearby
+Increased warning frequency
++Maximum warning frequency
Note: For Armor im really still contemplating but Armor enhance is also an option. The alarm kinda gets annoying but sometimes that alarm come in handy when someone is hiding or camping.

Stealth
Covert Ops-
Suppresses the sound of footsteps
+Provides protection from Ceph Airstrike
++Louder Enemy Footsteps
Note: If you have headphones this is perfect because footsteps audio is good in this game and you can trace where they are coming from quite easily.

Power
Mobility Enhance-
Reduces energy drain from sprinting and jumping
+Increase ledge grab speed
++Faster firing after sprinting
Note: Of all the perks THIS IS A MUST!!! Definitely need this because like it says REDUCED energy drained from suit from running and jumping and you'll be able to run here and there like a rabbit without worrying about your energy so much. It is however a RUN and GUN class.

TIPS: Try to shoot then melee in rapid succession if they are close; 2 bullets plus melee equals QUICK KILL! Learn to efficiently toggle armor when in head to head combats, while using invisibility to reload or run through open spaces. Learn to manage your energy and burst from afar!

If you want more help and tips hit me up on ps3 or send me a message on forums!!!
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celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed Feb 25, 2009 3:25 am

hey crytek
can u fix patch the following
frame rate - L2with R2 for aiming and shooting - dog tag appear in map - lag - nat type - kill came replay - strike out stupid punch in melee -
2 grenade at least in MP
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Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Tue Feb 24, 2009 11:40 pm

my style is quite similar so i will to try this out but thanks for the info, i was wanting to know which perk gives u faster firing after sprinting.
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louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Wed Feb 25, 2009 4:30 am

Nano recharge suits me better for fast play - every kill gives you back some suit energy (up to 100% when levelled).


..oh and @ Gmm-Bss-Gmm: WTF? melee and dog tags are great.
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Jade MacSpade
 
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Joined: Thu Jul 20, 2006 9:53 pm

Post » Tue Feb 24, 2009 8:32 pm

^ are you talking about nano recharge or energy transfer??

because your description matches energy transfer.. nano recharge just recharges your energy and health faster..
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..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Tue Feb 24, 2009 8:04 pm

I think he refers to energy recharge. However i was using that at first but if you learn to manage your energy you can actually manage to use some other perk.
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Sarah MacLeod
 
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Joined: Tue Nov 07, 2006 1:39 am

Post » Tue Feb 24, 2009 10:18 pm

I have a similar loadout with the same weapon and attachments. For perks, I'm using proximity alarm, blind spot, and weapon pro.
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Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Wed Feb 25, 2009 7:09 am

This game is pretty creative with the perk system and you can definitely get creative with the loadouts depending on what type of game style you want to go for.
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Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Wed Feb 25, 2009 1:09 am

you can already get 2 grenades it part of the side pack upgraded module its part of your side pack modules lvl 3

ARMOR MODULES

AIR STOMP
Perform a powerful downwards attack when in the air. Looks good on the eye, but very hard to pull (Probability of dying in the air against players with good aims) though can be a good surprise.

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. Can be annoying at times, since it keeps on reminding you about the enemy and the frequency increases with upgrades but very handy perk for a camper.

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. Not much useful since if you keep your ears open, you can actually hear the grenades falling nearby and always have enough time to avoid these.

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. Again something I would rather not use simply because your Nanosuit energy regenerates automatically though slowly. You can sacrifice those few seconds recovering the Nanosuit Energy for a better Nanosuit Module.

Upgrade II
Restores additional Nanosuit Energy with each kill.

Upgrade III
Restores Full Nanosuit energy with each kill.


STEALTH MODULES

STEALTH ENHANCE
Faster transition in and out of stealth mode. That can actually help you a lot in creating the distraction and getting the kills. Especially with Upgrade II you become clearly invisible; hard to spot on while the regular stealth mode only works well in range, very easy to spot anyone in stealth mode nearby.

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.
Good for assaulter/camper – who likes to take his time and move from cover to cover. If you are going to run-and-gun anyway, avoid this.

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. Highlighting doesn’t actually works well and can easily confuse. Don’t follow the footsteps, you will get into trouble. Upgrade II can make it worthwhile showing the enemy routes but it can also turn into a trap.

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 ENHANCER
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.

POWER MODULES

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 PRESENCE
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. But That’s that.

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. Good deal for kill hungry Cryplayers in the wild.

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. Again this perk’s effectiveness depends on how you play. If you cautiously approach the battlefield, this isn’t for you.

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.

THANKS TO THE GUYS AT SEGMENT NEXT.COM
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Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed Feb 25, 2009 12:34 am

you can already get 2 grenades it part of the side pack upgraded module its part of your side pack modules lvl 3

ARMOR MODULES

AIR STOMP
Perform a powerful downwards attack when in the air. Looks good on the eye, but very hard to pull (Probability of dying in the air against players with good aims) though can be a good surprise.

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. Can be annoying at times, since it keeps on reminding you about the enemy and the frequency increases with upgrades but very handy perk for a camper.

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. Not much useful since if you keep your ears open, you can actually hear the grenades falling nearby and always have enough time to avoid these.

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. Again something I would rather not use simply because your Nanosuit energy regenerates automatically though slowly. You can sacrifice those few seconds recovering the Nanosuit Energy for a better Nanosuit Module.

Upgrade II
Restores additional Nanosuit Energy with each kill.

Upgrade III
Restores Full Nanosuit energy with each kill.


STEALTH MODULES

STEALTH ENHANCE
Faster transition in and out of stealth mode. That can actually help you a lot in creating the distraction and getting the kills. Especially with Upgrade II you become clearly invisible; hard to spot on while the regular stealth mode only works well in range, very easy to spot anyone in stealth mode nearby.

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.
Good for assaulter/camper – who likes to take his time and move from cover to cover. If you are going to run-and-gun anyway, avoid this.

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. Highlighting doesn’t actually works well and can easily confuse. Don’t follow the footsteps, you will get into trouble. Upgrade II can make it worthwhile showing the enemy routes but it can also turn into a trap.

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 ENHANCER
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.

POWER MODULES

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 PRESENCE
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. But That’s that.

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. Good deal for kill hungry Cryplayers in the wild.

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. Again this perk’s effectiveness depends on how you play. If you cautiously approach the battlefield, this isn’t for you.

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.

THANKS TO THE GUYS AT SEGMENT NEXT.COM





was wondering what all the upgrades were, THANKS
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Tanika O'Connell
 
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