You will encounter nearly two dozen or so weapons throughout the campaign, and handle about 10 attachments (the counter on the menu is a bit screwed up). For the most part, you will want silenced weapons to work with your cloaking. In the cases where you must fight, the emplaced heavy machinegun is the best weapon to have, followed by the M-60 LMG.
A medium handgun, firing a slightly heavier grain bullet than the M-12 NOVA. While it shares the same parts and capabilities of its lighter cousin, the HAMMER is under-powered when compared to longarms.
A large-caliber, heavy revolver used for hunting game. With the assault scope (or ACOG) the MAJESTIC becomes a very loud sniping weapon. Unless you are playing on Normal difficulty though, you may opt to ditch the weapon so you can remain undetected by enemies.
PDWs are submachineguns or machinepistols (archaic). They are compact weapons capable of fully automatic fire. Used often by vehicle or rear area crews where the firepower of a handgun is insufficient and an assault rifle would be too bulky to bring around.
A loud PDW along the lines of the M7A or M9. It's handy if you're out of ammo for one of your two weapons and you need a stand-by until you locate an ammo bin, but remember this weapon is loud and messy.
A decent rapid-fire weapon that can be silenced. It's used primarily for close-range work, so if you need to take off someone's head down the block, you may have some trouble landing your shot. The silencer is uses is the handgun suppressor, not the standard silencer.
A special weapon that's built like a PDW but fires electrostatic bolts. It doesn't damage enemies appreciably, but it does help in the final part of the game if you want to shock / de-cloak the invisible Ceph near the final alien spore generator. Just remember this weapon is not silenced, so using it gives you away.
Shotguns fire non-rifled ordnance. Rifled and non-rifled ordnance differ in what happens to them in the barrel. Spun projectiles tend to be more stable in flight, but much of the destructive power is turned into waste heat as the shot travels up through the barrel.
An automatic shotgun capable of emptying all 7 to 10 shells in a blink of an eye. If you need something dead in a hurry (like a Ceph Devastator), you can give this weapon a try. Just remember that once you pull the trigger, everyone will know where you are.
This is the only assault rifle that's suppressed. That said, it means you cannot fire at long ranges (subsonic ammunition has decreased penetration and lethality at range). Restricted to close-up engagements, you will use this weapon primarily to take out lone sentries and small groups of enemies while sneaking.
A medium and long distance assault rifle with a Gauss attachment. The Gauss attachment gives this weapon a loud but accurate sniper weapon. The problem (apart from not being suppressed) is the ammunition for the Gauss attachment is limited until you pick up the GAUSS weapon (see below).
A heavy assault rifle with limited magazine capacity and only fires in 3-round burst or semiautomatic. It has the shotgun and grenade attachments, but as a general purpose weapon, it lacks the rapid-fire ability that makes the SCAR and SCARAB more useful.
Marksman weapons are precision rifles or EM-driven weapons that fire shots capable of hitting targets at great ranges. There are two such weapons in Crysis 2, the second of which you only get in the last portions of the game.
A great marksman rifle patterned after the H&K PSG-1 (with a similar magazine size). It can be silenced, allowing you the luxury of delivering suppressed kill-shots at long range. The downside of this weapon is the small amount of ammunition allocated to it -- a maximum of 24 to 25 shots at any one time.
A light support weapon dating back to the Vietnam conflict. 100 round, belt-fed weapon which is handy for close-range fighting. If you know you are going to be fighting a lot of Ceph (with no recourse), take this weapon along. You can carry enough ammunition for two full belts of fury.
An explosive grenade launcher. Handy for certain cases, but since you have to lug it around with you, it's not always great to have when you need more ammunition or an M-60. It fires timed or impact explosives (use the FIRE MODE switch to cycle) and ammunition for the weapon is almost non-existent.
An experimental microwave cannon. Unless you find another weapon later, you cannot reload it. You can charge the weapon (hold the TRIGGER) and basically microwave / pop Ceph (never humans) in their combat machines. The weapon will not work against the Ceph Pinger but damages other Ceph units.
This is the weapon to always have, simply because of the destruction of the .50 Caliber Browning cartridge. As trooper Rell puts it in Bulletstorm, this weapon will give you "... one helluva murder boner." The downside of carrying this weapon around is that you need to drop it before you can properly operate switches and use the VISOR. That is one annoyance that slows down your progress.
Press D-PAD RIGHT or check your PC key binds to select the JAW and C4. A shoulder-mounted universal warhead launcher. Basically your rocket launcher. You normally can only carry four of them, but the game occasionally glitches and lets you carry more (this is still being worked out). Your four JAWs are best saved for destroying Ceph Pingers, as you can give it one big sting from far away. Never use the JAW unless you have another lying around, as their numbers in the game are very limited.
Press D-PAD RIGHT or check your PC key binds to select the JAW and C4. A shaped explosive. They are deployed and used like improvised mines since they stick to any object or surface. Save C4 (a maximum of four ... unless the counters get messed up) for Ceph Pingers and Devastators. You can throw the explosive so it sticks to the target, then distance yourself and detonate (using the AIM button). Thus, you can throw several charges before you deliver the mother of all explosions ....
Double-tap the weapon selector to switch to grenades. Grenades (maximum of five) are hand thrown explosives. They are loud and very visible. Any human soldier caught in the blast radius is killed -- Ceph are a little tougher and may survive.
The nice assortment of weapons in Crysis gives you the appropriate options to deal with specific situations. Matching your weapon choice to the situation will not only help you to survive but will also save ammunition.
Weapons are divided into three distinct categories: short range weapons, assault weapons and explosives. Only two of each type can be carried although this only comes to bear when considering which assault weapons to equip as this is the only weapon category that offers more than two types.
These will stay with you throughout the game (obviously) and are the alternate weapon to the pistol (press 1 on your keyboard to toggle between pistols and fists). Even without Strength mode engaged, fists can be used to bludgeon enemies to death although it will take several hits to do so. With Strength mode engaged, KPA soldiers sent to the sandman with a single devastating punch.
Alternatively, you can sneak up close to enemies using Cloak mode, then use your fists to grab them. Then carry them off to a secure place. Then switch to Strength mode and punch them out with one hit.
These will also stay with you throughout the game as there are only two short range weapon types so you won't be swapping out your pistol for something else. What you will be doing is eventually picking up another pistol so that you can wield one in each hand effectively doubling your firepower.
This is your default assault weapon. More powerful than the Korean FY-71, the SCAR can sport a wide range of attachments and has a larger magazine capacity (40 rounds). However finding enough ammunition to make the SCAR worthwhile using up an assault weapon slot for is problematic. A good SCAR strategy is to simply use up all its ammunition in the first half of the Contact level of the game and then switch to the FY-71 (which you will acquire very early in the level as your second assault weapon). Then once you come upon the command post on the eastern peninsula (one of your secondary objectives in the Contact level), you'll encounter KPA soldiers carrying shotguns. Kill one of these soldiers and then swap out your SCAR for the shotgun.
This Korean machine gun is very useful because lots of ammunition for it can be found throughout the game and hence it will probably become your assault weapon of choice. Make sure you search around all your kills as FY-71s will be one of the most commonly dropped weapons that can be picked up to acquire rounds (or actually acquire the weapon itself if you don't have it yet).
The FY-71 is not as powerful as the SCAR and it also has a smaller magazine capacity (30 rounds) so once you equip it, you're going to have to be a better shot and use more controlled bursts to avoid being forced to reload your weapon at a crucial point in a firefight. If you're out in the bush and you can't find the weapon dropped by a felled KPA soldier, equip your binoculars and use that to search the ground. The weapon drop will be highlighted in blue through the binoculars. (This feature is not available in Hard and Delta difficulty modes.)
The shotgun will be your close quarters weapon of choice since it can usually deliver an instant one-shot kill at close range. With this baby equipped, you'll have no need to try for head shots anymore. Just aim in the general direction of bad guy, pull the trigger and he fall down and go boom.
A good strategy for shotgun usage is to designate it as your second assault weapon of choice whenever you're headed into a lot of close range combat, for example, inside an enemy base. Then swap out the shotgun for the precision rifle once you head back out into the field or the bush. Shotguns can be found in use by KPA soldiers on the Contact level in the command post on the eastern peninsula (one of your secondary objectives).
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