Crysis 2 Hunter Bow Mod
'The Bow and Arrow: Beautiful in its simplicity. Is it coincidence that every culture on Earth developed it independent of one another? Or is it something else? Something in our blood?
Primal, that allowed us to manifest it? Of course, the trickiest part about hunting, is making sure you're the hunter, and not the hunted. Which are you? I know damn sure what I am.' Rated: - English - Adventure/Angst - Chapters: 43 - Words: 378,491 - Reviews: - Favs: 491 - Follows: 544 - Updated: - Published: - id: 10852897.
Contents.Sidearms Hammer IIA successor to the Hammer from, the Hammer II is a handgun that fires (fictional).50 Compact rounds from a 9 round magazine. It is the most common sidearm in the game, often being carried as a back-up weapon by CELL and Michael 'Psycho' Sykes himself. Note however that there are very little differences between the Hammer and the Hammer II besides the new appearance and labeling. The front of the slide and the barrel are based on the, the rear of the slide, and the frame, notably the thumb safety, grip safety, trigger, and hammer, are based on -style pistols, the size, the magazine size, and the large caliber round are based on the. It also features a compensator in front of the slide.
Interestingly, when the player reloads an empty Hammer (or M12 Nova) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop. In this game, the player can now equip the Hammer with explosive rounds, which are smaller versions of the grenades used by the underbarrel grenade launcher in-game and a slightly reduced effectiveness on groups of enemies. Psycho dual-wields a Hammer and an AY69 in a post-credit scene. MajesticThe Majestic, returning from, is a six-shot revolver resembling a both the and the firing.50 Compact rounds, the same as the Hammer.
Unlike most revolvers, the weapon is reloaded by swapping magazine cylinders rather than simply replacing any spent rounds in the cylinder with fresh ammo. The Majestic also has an M16-style charging handle which is cocked to pull and lock the cylinder into position. In Singleplayer an Assault Scope can be attached. In Crysis 3, the Majestic can fire explosive, magnum rounds, which are slightly smaller than the grenades fired from the underbarrel grenade launchers on the assault rifles. Customizing the Majestic. M12 NovaThe M12 Nova, returning from, first appears in the level 'Gods and Monsters' when Prophet takes one off a dead corpse of a rebel. It is a 9mm handgun with a 20 round magazine.
The pistol is the same as Crysis' SOCOM pistol, which was based on a mixture of the and with some features from the. The M12 Nova in Crysis 3 can now fire incendiary rounds. Interestingly, when the player reloads an empty M12 (or Hammer) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop.
Customizing the M12 Nova. AY69The AY69 from the previous games is used by Ex-Sgt. Michael 'Psycho' Sykes in the post-credit scene when he confronts the CELL Board of Directors after eliminating their CELL escorts. The AY69 closely resembles the, most noticeable changes are that it has an under-barrel rail instead of a folding vertical grip, much like the MP7A2, and it lacks a sliding stock and flash hider.
One thing to note is that Psycho dual-wielded two AY69s on the cover art of Crysis: Warhead. A CELL operative with a Feline SMG during the intro, moments before Psycho ambushes him. K-VOLTThe K-VOLT from returns and first appears in the level 'Post-Human'.
It is an electrostatic pellet gun that fires 6mm electrostatic pellets from a 50 round magazine and functions like an electric airsoft gun, as opposed to a firearm, not needing to be chambered, even on an empty reload. This works because pulling the trigger cycles the 'bolt', chambering a round, then firing it, and not cycling after, meaning there is never a round in the chamber. It also has ballistics closer to an airsoft gun than a true firearm.
The pellets do minimal kinetic damage but fry the shields on stronger alien units, drain power from nanosuits, and stuns and/or electrocutes humans making it a situational weapon. It is very similar to a, but with a different type of magazine and a bulkier, -like front.
Prophet wields a K-VOLT as Psycho reveals his association with and respect for the rebels in the level 'Post-Human'. MPX8As Karl Earst Rasch discusses the premise of the massive incursion of the Lingshan Island as depicted in the first in the intro of Crysis 3, a flashback of the first game showed Nomad (the first Crysis's main protagonist and playable character) wielding the MPX8 during the level 'Assault'.
The MPX8 resembles the, although larger and utilizing an extended magazine carrying fifty 4.6x30mm rounds. In a flashback to the first Crysis, Nomad wields an MPX8 during the assault on the harbor as depicted in the level, 'Assault', from the first game. Note that the footage is from the console version of, which runs on the newer CryEngine 3 instead of the older CryEngine 2 due to console limitations. Assault Rifles Mk.20 Superior Combat Assault RifleThe SCAR, which is heavily based on the with some elements from the, returns from the previous Crysis games and is wielded by CELL troopers and Prophet throughout the game. It appears to have some slight changes from the ones in, notably the text on the side of the weapon.
Prophet customizes the SCAR with a 100-round drum magazine. In Crysis 3, the player has the option to mount dual magazines taped 'jungle-style' and extended magazines of all sorts, depending on the weapon being used. Unlike most video games, the dual magazines are reloaded correctly. Every other reload done plays an animation where the player flips the magazines over and uses the other magazine. For all the other reloads, the standard reload animation is used instead.
Also note that the SCAR can now use suppressors like the first game as opposed to, where the SCAR was restricted from using suppressors. The CLAW (top) in Crysis 3 promotional artwork. Mk.24 GrendelThe Grendel is a 6.8mm SPC assault rifle that holds 24 rounds per magazine and fires in 3 rounds bursts. It heavily resembles the Magpul Massoud. The Grendel can fire two types of ammunition - armor-piercing and standard SPC rounds. The armor-piercing round does more damage and can penetrate multiple targets simultaneously, but it is very rare and is only obtainable from CELL special ops soldiers, who only appear in certain portions of the game.
Nomad wields an FY71 in a flashback to the first. FY71MA darker-finished version of the FY71 from the previous games similar to the AK-74 and the AK-74M that the gun is based on, the FY71M makes a small appearance in the level 'Only Human' and is obtained at a VTOL crash site if Prophet (in other words, the player) chooses to rescue pilots from a downed VTOL. It is the same as the FY71 in the previous games, only that it is rechambered in 7.62x39mm rounds. It is based on the and the. Like, the FY71 can also use incendiary rounds. As of 2047, North Korea, one of the enemies of the Unites States in, created an export version of their FY71 that is used by the New York rebels, which is strange since North Korea was very unfriendly with the United States in Crysis. Customizing the Gauss Sabot Gun.
DSG-1The 'DSG-1' from the previous games returns and is seen as the primary weapon (and favorite weapon since ) of Michael 'Psycho' Sykes. It is a precision rifle firing.405 caliber rounds from a 6 round magazine.
As the name implies, it is based on the but with the layout and semi-auto operating system much like that of the or similar HK rifles. In the only error in weapon operation in the game, when reloading an empty DSG-1 the player will operate it as if it was an open bolt weapon, which it clearly isn't. After the animation the bolt will remain in the locked back position, however switching away from the rifle and then back puts the bolt back forward where it should be. Psycho infiltrates a CELL cargo ship with a silenced DSG-1 during the rescue of Prophet.
In the background is either Lazy Dane or Bandit, two returning characters from that are now deprived of their nanosuits and are making a brief appearance in the game. Note that during this scene, Psycho fires it without any sign of recoil, and the DSG-1 inaccurately fires on full-auto and has a muzzle flash despite being equipped with a suppressor, which are not present on the DSG-1 during gameplay itself.
This was likely done to dramatically show Psycho's natural talent and experience as a support gunner since and Crysis: Warhead. Shotguns Alpha JackalLike the Feline, the Jackal full-auto shotgun from returns, which is now referred to as the 'Alpha Jackal'. The name possibly hints that the Jackal is still in the prototype stage, but is more likely chosen due to it sounding cooler. It is unlocked early if the player pre-orders the Hunter Edition.
The Alpha Jackal is based on a, has an HK-style trigger group, and has an M4 crane stock. In Crysis 3, the Jackal can now fire buckshot rounds, slugs and high-powered rounds laced with electricity. The Rhino in Crysis 3 promotional artwork. Machine Guns TyphoonThe Typhoon is a new handheld machine gun in the game. Unlike the Mk.60 from, the Typhoon has a larger magazine capacity, features a tube-like chamber for the 'magazine', and sacrifices accuracy and damage for a higher rate of fire. This weapon seems to be highly destructive, being capable of mowing down hordes of infantry in just a few seconds.
The weapon oddly features ten barrels that hold 72 rounds of 4mm caseless ammunition; this means some barrels hold fewer rounds than others. The reloading animation shows the barrels being replaced simultaneously, since the barrels themselves are attached together. The weapon's design seemed to be inspired by the from the series, although slightly bulkier, featuring smaller rounds in a larger magazine, and lacking the grenade launcher seen on the latter.
Conceptually it is based on. Alcatraz wields an HMG in a flashback to. Note that Alcatraz did not become Prophet until the end of, or the beginning of Crysis 3.
Automatic Grenade LauncherA special variant of the HMG, the Automatic Grenade Launcher or the AGL, is used in 'Welcome to the Jungle' by Prophet when Psycho is being defended from several feral and animal-like Ceph Stalkers while fabricating an exfiltration plan from the CELL Liberty Dome. It is basically the same as the HMG, only that it fires explosive grenades and is very similar to the in design. Also worth noting is that the AGL was originally intended to be in, but in the final version, it was removed from the game, although it can still be found in the in-game files and added into the game via the use of mods and the CryEngine 3 Sandbox Editor. Prophet with an AGL as Psycho carries on the most reckless and suicidal exfiltration from the CELL Liberty Dome by riding on a speeding explosive canister with C4 attached to it in 'Welcome to the Jungle'. Unfortunately, the explosive canister, after taking heavy fire from and crashing into many well-armed CELL defensive positions, collapses and explodes afterwards, forcing Psycho and Prophet to continue on foot.
Mk.60The Mk.60 is a medium machine gun firing 7.62mm Armor-Piercing rounds from a 100 round box magazine at 550 rounds-per-minute returning from. It seems to be a future version of the M60. As of 2047, CELL apparently adopted the 7.62x51mm NATO rounds of the Mk.60, as hinted by the '7.62x51mm CELL' rounds the Mk.60 is using. Customizing the JAW.
Crysis 3 Mods
M242 Bushmaster Chaingun and TOW-2 missileCrysis 3' CELL infantry fighting vehicles are very closely based on the American M2A1 Bradley, and feature a nearly exact copy of the M242 Bushmaster autocannon, even down to the distinctive fluted barrel. In addition, they mount a box launcher for a pair of missiles; while these are not identified, the launcher is copied from the TOW-2 launcher on the Bradley.
Many of the CELL assault buggys in the game (all based on sandrail buggys) are armed with the TOW-2 launcher present on the CELL ICV, although they are weaker and more inaccurate than the CELL ICV's TOW-2 launcher and are only effective at attacking infantry and damaging light vehicles. A close-up of a CELL Assault Buggy's missile launcher system. Launcher - Tactical Airburst GrenadesThe L-TAG (Launcher - Tactical Armed Grenades) returns from and is renamed as 'Launcher - Tactical Airburst Grenades', which is strange considering that the grenades only explode on impact and/or by proximity. It is first obtained in the level 'Welcome to the Jungle'. It is a lever-action grenade launcher that can hold 5+2 (fictional) 60mm smart grenades of various types.
The grenades can be bounced around corners or deployed like a minefield. However, the extra technology in each grenade makes them heavier and more complex, while also limiting the amount of propellant, giving them reduced range compared to other rounds. The grenades also feature an IFF proximity sensor that reduces the likelihood of friendly fire. It is similar in design and function to the, and even has a similar distinctive noise when fired. Rifftrax rapidshare forum 2017. The L-TAG, unlike the M79, is a bit smaller, features an enlarged trigger guard, and in a bullpup configuration like the Feline. Adding a grenade launcher onto the Grendel. Another feature introduced is the ability to mount barrel attachments.
Players can mount a melle bayonet, an accuracy-increasing 'match' barrel, a suppressor, or a muzzle brake. Special Weapons Predator Bow - Advanced Hunting WeaponThe Predator Bow is primarily used by Prophet during the game. It is first given to him by Sgt. Michael 'Psycho' Sykes in the level, 'Post-Human', which Prophet stubbornly refused to take before realizing the bow's fullest potential. The compound bow, unlike most suppressed weapons, can be fired in cloak mode at no cost of suit energy, which can be exploited to the player's advantage.
This is strange since the player does heavy movements with the bow, which are much heavier than most of the weapons the player can handle. The composite bow can be adjusted to fire a variety of arrows - carbon-impact, super-thermite, airburst-frag, and electric-charge arrows. However, it can only carry three of each arrow with the exception of the carbon-impact arrow, of which nine of them can be carried. The carbon-impact arrow is the default arrow used by the player.
The carbon-impact arrow, unlike the other arrows, can be employed in situations where the player is required to employ stealth tactics and/or eliminate targets from a distance without alerting other enemies. The second arrow, the super-thermite arrow, is a high-explosive arrow that is used to penetrate armor and disperse and eliminate groups of enemies. It is an excellent tool for providing an explosive punch to the more heavily armored Ceph units and CELL troopers later encountered near the end of the game. The third arrow, the electric-charged arrow, is an anti-materiel arrow that unleashes high-voltage electricity to the target on impact.
The arrow will usually kill enemies instantly, but for larger enemies like the Ceph Devastator, it can only incapacitate them, which can buy the player enough time to retreat and assess the frequently changing combat situations. In addition to that, the high-voltage electric attack of the arrow can also be amplified to chain through multiple enemies if the player shoots one in areas that contain water. The fourth and last arrow is the airburst-frag arrow. This arrow acts as an anti-infantry proximity-triggered explosive, similar to a landmine. It is very effective in covering a player's flanks and/or dealing with fast-moving enemies.Another feature that can be modified is the draw weight. Medium draw weight, the default draw weight, has normal draw speeds and does regular damage.
The low draw weight increases the draw speed, but lessens the damage of the bow. The strong draw weight, on the other hand, increases the power of the bow, but decreases the draw speed. Customizing the bow. Ceph IncineratorCeph Incinerators are the primary weapons of the Ceph Scorchers in the game. They are first encountered in 'Roots of All Evil' and can be scavenged off of them if Prophet (in other words, the player) dispatches them with headshots, electrocutes them with specially designed rounds, or brutally melee them to death, although the latter is very difficult to achieve due to the heavy armor and the Scorcher's powerful melee attacks. When obtained, the Incinerator has very limited ammunition and cannot be reloaded.
The only way to replenish ammunition is if Prophet overcharges his nanosuit with raw, Ceph energy or acquires several Ceph power packs from certain slain Ceph units. For the latter, the Ceph units must be incapacitated in order to obtain the power packs, although later on in the game, they tend to spawn randomly near Ceph corpses. Although not as powerful and efficient as the MIKE, it is much more abundant than the latter.
CELL Barbecue, anyone? MIKEThe MIKE, a finalized version of the X-43 MIKE from, makes its first appearance in a CELL Emergency Service Unit (small supply drops shaped like a small, red-orange pyramid scattered throughout the game) in 'Gods and Monsters'.
It is a battery powered weapon that fires concentrated microwaves which cook the target from the inside out, and can pass through most objects and set flammable ones alight, like plants. It is best described as a 'Flamethrower 2.0'.
Unlike the Incinerator (its Ceph counterpart), it is more accurate, stable, and has more range, although it is rarely seen in the campaign compared to the former. Unlike the X-43 MIKE from, the MIKE can be customized with different types of scopes and sights, albeit the sight attachments (with the exception of the Laser Sight) do not make a difference in the accuracy stats due to the MIKE's short range.