Unlike most revolvers, the weapon is reloaded by swapping magazine cylinders rather than simply replacing any spent rounds in the cylinder with fresh ammo. Never use the JAW unless you have another lying around, as their numbers in the game are very limited. The SCAR fires (fictional) 4mm Sabot Scar rounds at 700 rounds-per-minute from 40 round magazines. The Jackal is a fully-automatic, 12 gauge shotgun with a 7 round box magazine. Even after earning unlocks for other weapons, you’ll find many higher level online players going back to this one. Feline - This little gun holds a 60-round magazine that is perfect for run-and-gun gamers. The Majestic also has an M16-style charging handle which is cocked to pull and lock the cylinder into position. All weapons in Crysis 2 are fictional (except for a couple), but almost all are based off of real world firearms. As opposed to the other underbarrels, this one uses the weapon's iron sights to aim. Unless you find another weapon later, you cannot reload it. Press D-PAD RIGHT or check your PC key binds to select the JAW and C4. It has the worst effective range in the game, but shoots much faster than the Marshall. M20 14 Gauss - An experimental type rifle that’s basically a magnet gun. M12 Nova- This sidearm is the starter pistol for the game and has the highest ammo capacity. That said, it means you cannot fire at long ranges (subsonic ammunition has decreased penetration and lethality at range). That is one annoyance that slows down your progress. You can throw the explosive so it sticks to the target, then distance yourself and detonate (using the AIM button). It's the only shotgun with a silencer option, and handy for blasting Ceph unnoticed. It seems to be a future version of the M60. A standard handgun, useful at the outset when you have few options. You can charge the weapon (hold the TRIGGER) and basically microwave / pop Ceph (never humans) in their combat machines. 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). They are compact weapons capable of fully automatic fire. Save C4 (a maximum of four ... unless the counters get messed up) for Ceph Pingers and Devastators. Through the use of the latest (fictional) 12 gauge rounds it can even be suppressed for covert operations. A light support weapon dating back to the Vietnam conflict. The L-TAG is a lever-action grenade launcher that can hold 5+2 (fictional) 60mm smart grenades of various types. Feline The Feline is a submachine gun with a very high rate of fire. 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. It is called the Feline X3 in Crysis 3. 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. They are not designed for engaging multiple targets and are more bark than bite. The grenades can be bounced around corners or deployed like a minefield. It’s a revolver, so it has very low ammo capacity and shoots slowly, but it also does as much damage per shot as the Jackal. Considering the "X" designation in the XM2014 and it's near-identical appearance to that shotgun, the Marshall could be the final version of the shotgun after years of field testing, especially during the Lingshan Island incident in the previous games. The M18 smoke grenade appears as an additional grenade from the the Decimation DLC pack in an olive green finish. If you can get past the shooting mechanism, it’s an awesome gun. A great marksman rifle patterned after the H&K PSG-1 (with a similar magazine size). Its description is: A miniaturized electromagnetic solid slug projector. These are great to use for dispersing crowds. It also resembles the TKB-022PM, or the Korobov, a canceled, bullpup AK prototype. The following weapons are special-case or experimental weapons. MK60 - Although this has decent range and damage, you’ll practically lose visibility as soon as you pull the trigger. Go for headshots with this one. 100 round, belt-fed weapon which is handy for close-range fighting. It doesn’t do a lot of damage but it does shoot fast, so it’s good for a quick finishing shot. A louder, stronger version of the DSG-1. Sniper rifles have the highest effective range and do lots of damage per shot, but they reload very slowly and aren’t good for tight spaces. 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). Dirty Harry would carry this if he played Crysis 2. Grenades (maximum of five) are hand thrown explosives. The JAW is a single shot disposable rocket launcher that has the option to use limited SACLOS guidance to defeat moving targets and even helicopters at ranges exceeding 500m. It heavily resembles a Heckler & Koch XM8 with some elements from the Remington ACR. The Feline is a bullpup SMG with a 60 round magazine, firing (fictional) 4.7mm Compact rounds at 1200 rounds-per-minute. The K-Volt 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. All other enemies eventually succumb to sustained weaponsfire. It is called the SCARAB Mod 2 in Crysis 3. PDWs are submachineguns or machinepistols (archaic). It is almost identical to the Heckler & Koch MP7, 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. It is based on the AK-74M and the Norinco QBZ-03. Following are the Sniper Rifles included in Crysis 2, below are details about the weapons in the game. Like the others, using this weapon replaces the semi-auto fire mode in the selection menu, since clearly mounting an object under the barrel obstructs the fire selector somehow. There is a lightweight underbarrel shotgun that can be attached to some weapons and has a capacity of 4 rounds. In the post-Cold War era, the assault rifle has been the principal soldier's weapon. Unless you are playing on Normal difficulty though, you may opt to ditch the weapon so you can remain undetected by enemies. The Mk.60 is a medium machine gun firing 7.62mm Armor-Piercing rounds from a 100 round box magazine at 550 rounds-per-minute. If you know you are going to be fighting a lot of Ceph (with no recourse), take this weapon along. There are two such weapons in … You can carry enough ammunition for two full belts of fury. Being a sniper, its effective from a long-range. Shotguns fire non-rifled ordnance. Copyright © 2020 Bright Hub PM. A medium and long distance assault rifle with a Gauss attachment. Every weapon has six different reloading animations (certain weapons have more or less, depending on how they are operated); empty and partial reloads are different due to needing to …