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AmbushKing
Joined: 03 22, 2011 /05:33
Posts: 41
Location: United States
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Post subject: Nanosuit Upgrade Modules - Full List! Posted: 03 28, 2011 /05:48 |
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well 2 days after launch the module upgrades stoped saying what they do so here is a list for you
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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unintent
Joined: 06 11, 2010 /04:11
Posts: 146
Location: United States
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 28, 2011 /06:11 |
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unintent
Joined: 06 11, 2010 /04:11
Posts: 146
Location: United States
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 29, 2011 /03:55 |
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Stayin' alive stayin' alive ah ah ah ah
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Zillerz
Joined: 06 15, 2010 /04:44
Posts: 110
Location: Canada
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 29, 2011 /04:02 |
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This deserves a sticky
Just clean it up a bit like add font/color etc
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 30, 2011 /03:05 |
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nice, that was that what iam searching for
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MidrA_
Joined: 03 26, 2011 /06:23
Posts: 3
Location: Finland
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 30, 2011 /03:50 |
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Oh thanks for this, it helped me a lotX)
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varshard
Joined: 03 05, 2011 /07:41
Posts: 62
Location: Thailand
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 30, 2011 /07:16 |
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Now, I know which perk worth my investment.
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Syuzeren
Joined: 03 24, 2011 /04:08
Posts: 18
Location: Denmark
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Post subject: Re: what modules upgrades do!!! keep topic alive pls till st Posted: 03 30, 2011 /11:40 |
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deserves a sticky for sure!
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Cry-Adam
Crytek Staff
Joined: 06 11, 2010 /04:09
Posts: 2013
Location: Germany
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Post subject: Re: Nanosuit Upgrade Modules - Full List! Posted: 03 31, 2011 /01:57 |
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stickied and formatted :)
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Duper
Joined: 02 06, 2011 /11:10
Posts: 169
Location: United States
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Post subject: Re: Nanosuit Upgrade Modules - Full List! Posted: 03 31, 2011 /09:20 |
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Wow! Well done!
And thanks Adam!
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