Weapons, weapons, weapons…what would a FPS be without them?  Crysis 2 has a good variety of weapons with unique abilities.  Want to know what each weapon can do and it’s stats?  We’ve got the guide for you!

Other RipTen Crysis 2 Guides:

 

Assault Rifles:

SCAR – the short form of “Mk.20 Superior Combat Assault Rifle”. It can hold up to 40 (+1) rounds in one magazine. It’s the standard assault rifle of the military in Crysis 2.

Accuracy – 11/20
Rate of Fire – 11/20
Range – 11/20
Damage – 12/20
Mobility – 12/20

Grendel Assault Rifle –  a 30-round 3-shot battle rifle that resembles the Magpul Masada, albeit with a thicker barrel and larger magazine.

Accuracy – 16/20
Rate of Fire – 15/20
Range – 13/20
Damage – 15/20
Mobility – 10/20

Scarab – MK. 21 Superior Combat Assault Carbine. SCARAB offers increased ammunition storage per-magazine with zero impact on combat effectiveness.

Accuracy – 10/20
Rate of Fire – 15/20
Range – 9/20
Damage – 11/20
Mobility – 13/20

Submachine Guns:

Feline SMG - a bullpup SMG with a 60 (+1) round magazine. It is very similar to the real life assault rifle FN F2000.

Accuracy – 8/20
Rate of Fire – 18/20
Range – 7/20
Damage – 3/20
Mobility – 16/20

K-Volt – Electrostatic Pellet SMG

Accuracy – 9/20
Rate of Fire – 13/20
Range – 12/20
Damage – 5/20
Mobility – 15/20

 

 

Shotguns:


Jackal – a semi-automatic shotgun with a 7 (+1) round box magazine.

Accuracy – 5/20
Rate of Fire – 9/20
Range – 1/20
Damage – 10/20
Mobility – 15/20

 

Marshall shotgun – a pump-action shotgun based on the shotgun in Crysis.

Accuracy – 3/20
Rate of Fire – 2/20
Range – 3/20
Damage – 15/20
Mobility – 15/20

Sniper Rifles:


DSG-1 Sniper rifle – Has a 8 (+1) shot magazine and is now semi-automatic.

Accuracy – 19/20
Rate of Fire – 7/20
Range –19/20
Damage – 13/20
Mobility – 7/20

M20 14 Gauss – Electromagnetic Anti Material Rifle is an advanced anti-material rifle that combines increased power and muzzle velocity with reduced recoil.

Accuracy – 19/20
Rate of Fire – 3/20
Range –19/20
Damage – 17/20
Mobility – 5/20

 

Sidearms:

M12 Nova –  Appears to be based on Crysis’s SOCOM. It has a 20 (+1) rounds big magazine.

Accuracy – 13/20
Rate of Fire – 15/20
Range – 9/20
Damage – 3/20
Mobility – 19/20

Hammer – A Heavy Semi-Automatic Pistol with 9 (+1) rounds per magazine.

Accuracy – 15/20
Rate of Fire – 11/20
Range – 5/20
Damage – 5/20
Mobility – 17/20

Majestic Pistol – High Powered revolver.

Accuracy – 17/20
Rate of Fire – 7/20
Range – 12/20
Damage – 9/20
Mobility – 16/20

AY-69 – Machine Pistol

Accuracy – 9/20
Rate of Fire – 14/20
Range – 7/20
Damage – 1/20
Mobility – 19/20

Heavy Weapons:

Mk60 – A machine gun seen in the Multiplayer demo that resembles the M60E4.

Accuracy – 11/20
Rate of Fire – 9/20
Range – 14/20
Damage – 13/20
Mobility – 3/20

L-Tag – Tactical Air Burst Grenade Launcher

Accuracy – 5/20
Rate of Fire – 5/20
Range – 17/20
Damage – 13/20
Mobility – 5/20

X-43 Mike – Microwave Induced Klystron Emitter

Accuracy – 8/20
Rate of Fire – 19/20
Range – 7/20
Damage – 5/20
Mobility – 7/20
Explosives:

JAW – rocket launcher. Unlike the LAW, the rocket launcher has only one round in it; it has also a different targeting sight.  Good for destroying armor.

Frag grenade - It seems that now the player can’t throw it while holding another weapon. It has the same launch reticule of the L-TAG but upside down.

C4 -Advaced explosive charge

Smoke Grenade – Good for providing cover or disorienting.

Others:

Knife – only used with stealth kills
Fists – only used in standard melee
Mounted machine gun – (detachable) that resembles the 20mm machine gun from Crysis Warhead.

Attachments:

  • Laser Sight
  • Gauss Attachment
  • Small Shotgun Attachment
  • Grenade Launcher
  • Reflex Sight
  • Assault Scope
  • Sniper Scope
  • Silencer
  • Holographic Decoy