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1) don't stand still and take full bursts to the face.
2) you have armor mode. It's there for a reason.
3) one of the suit branches is devoted to very powerful defensive abilities, like deflection. Buy them if you're dying too much.
4) don't play on the harder difficulties.
As for reloading, it's true, but here's a really good tip. If you don't do a dry reload, that is to say, you have a bullet left in the chamber when you reload, you skip two steps, and reloads are a breeze. Also, there's lots of skills that improve dexterity and agility, which also speeds up reloading.
If you find that your enemies don't die, adjust your aim, and git gud. Cell troopers die in a single headshot from every weapon, and the recon dudes can only withstand 5 bullets to the upper torso before they die. Your basic rifle has a 40 round magazine. Do the math, and don't lie. The game actually tracks how bad you are with the various weapons, and you can view the stats in one of the sub menus.
I figure you have about a 10% accuracy with the SCAR and SCARAB.
Health and damage don't change with the difficulty. The AI's competence does. On ggeasy difficulty, they're allowed to do a single concurrent action. If they're moving, they can't shot. If they're shooting, they can't reposition to take cover. On post-human warrior, standard FPS mercy invincibilty is removed, and the enemies are allowed to do a lot of concurrent actions.
Alcatraz has 1000 lifepoints. The SCARAB carbine does 180 damage per bullet, which means you die in less than 6 shots. Outside of the post-human warrior difficulty, this translates into '6 bursts of fire,' rather than 6 actual shots. If you're wounded, you must not take any more lifepoint damage for 4 seconds, at which point you start healing. Soaking armor damage is permitted, and it's not uncommon to expend your energy bar tanking with armor, running out, taking a couple big hits to your lifepoints, then engaging armor mode again the instant you've regained it, while you're at 80~ or so life. Repeat as necessary.
Speaking of energy, you have 100 units on your bar, it takes roughly 3 seconds of inactivity before it'll start recharging, and it charges at 30 units per second. The charge delay, charge per second, as well as most other functions and abilities in the game, can be altered through the nano catalyst system. The most useful of all abilities, regardless of how much of a perfect ninja commando cyborg assassin you fancy yourself, is deflection, which due to math will at worst double your durability, but more commonly multiplies it by a factor of 4, and renders you pretty much unkillable in anything resembling fair fights.
Armor mode itself allows you to soak 40 points of damage for one point of energy. So it takes 5~ energy of your 100 to completely absorb a SCARAB bullet, giving you a total of 4000 armor to layer on top of your more fragile lifepoints. It costs 2 energy per second to maintain armor mode, which gives you a maximum endurance of 50 seconds. Unlike the first game, and roughly 99% of all other shooters out there, crysis 2 and 3 feature 'perfect' armor. As long as you have energy to soak, no damage bleeds through, regardless of the source, whether it be fire, falling from an incredible height, or getting shot by 20 guys at the same time. Armor mode moves 18% slower than the alternatives, but armor mode Alcatraz using energy for power mode (holding the sprint key) moves at about 24 MPH, which is a massive 4 MPH slower than Usain Bolt going at full pelt.
So, weapons.
The melee attack inflicts 300 damage and can be spammed with extreme prejudice, but anytime you're in range to use it, you're typically gonna be dealing with the binary outcome of a pathetic death, or a glorious victory ripping and tearing. For obvious reasons, you have a higher rate of punching with one handed weapons than you do rifles and huge support weapons, but Alcatraz can't punch while you're pulling the trigger. A good tactic is to do it like in doom. You use your SMG/pistol to shoot guys full of holes, and the instant you see them flinch, you start alternating between punching and shooting while the enemy's unable to attack back. The power mode punch instantly kills everything human or ceph soldier sized, regardless of durability, but completely drains your power. If you have 100, it takes 100. If you have 1, it takes 1. Same damage either way. Generally, this isn't worth it, except as a last ditch gamble.
Also note that EVERY WEAPON IN THE GAME DOES MORE DAMAGE WHEN YOU'RE AIMING.
M12 nova: it's a pistol with pathetic range, low damage, and no armor penetration to speak of. However, it has some advantages that make it one of the best weapons in the game. Silenced shots drain 10 energy in cloak, which makes it the cheapest weapon to fire in cloak mode, and a single headshot kills humans, always, while it takes 5 to bring down a ceph. Rate of fire is limited by how fast you can press the firing button, and overall accuracy isn't impacted by anything, really.
Hammer .50: desert eagle pistol. It suffers from all the drawbacks that don't apply to the nova, has half the rate of fire, and barely inflicts double the damage. One of the worst weapons in the game. The only good thing about it is the extremely fast reload speed.
Majestic: obligatory revolver that kills cell soldiers with single upper body shots, and knocks guys around when fired at point blank. The rate of fire is abysmal, but accuracy is good, and you can put a scope on it if you want to. This is a far superior weapon to the hammer, but not quite as versatile as the nova.
Feline PDW: compact SMG that, despite the description, isn't armor piercing. The bullets don't even inflict half the damage of the 9mm nova pistol, which is already less than half as powerful as your punch to begin with. It has immense fire power (1200 rounds per minute), reloads very fast, maintains a predictable bloom, but the recoil is fierce, and you must resupply ammo regularly. It takes about 20 bullets to kill a ceph, and no more than 7 to down a cell soldier. A crazy man who can click really, really fast will find that the semi-auto weapon mod turns this gun into an upscaled nova pistol, the only difference being several orders of magnitude of destruction. Felines are very rare guns, so if you like it, get one early, and don't drop it.
Here's a demonstration video of semi-auto and a crazy man clicking very fast, but using a much slower base RPM pump shotgun. https://www.youtube.com/watch?v=IKFudtw0MdM
AY69: micro-uzi. Suffers less accuracy penalties than even the nova, which makes it the most stable firing platform in the game. It does marginally more damage per bullet than the feline, but has a pronounced drift if you hold down the trigger. Repeated, concentrated bursts are recommended. If you're getting this, I also suggest you get the nova. Since they use the same ammo, this effectively doubles your carrying capacity of 9mm ammo, and you'll be using the punch/burst combo to tear through any opposition you encounter. Fun gun, but one of the rarest weapons in the game.
K-Volt riot suppression SMG: the slowest firing SMG, the k-volt is deceptively lethal, but difficult to use properly. It has a long reload, the pellets aren't hit scan, so you must lead the targets, and you're not allowed to carry quite enough ammo. Only full torso shots inflict significant damage, but it takes only 4 such shots to down a cell soldier, and about 10 to down a ceph. In addition, the k-volt drains energy, and once the target has no energy left, it's stunned. This pretty much makes it the best gun in the game, but also the one thing you should fear the most to have employed against you. By the time the ceph start appearing, the less lethal cell troopers have long since disappeared, and k-volts tend to be hidden away in hard to get to areas. Abysmal damage drop off at range, and comes standard with the widest bloom of all weapons you can wield.
Marshall shotgun: a single shell is enough to kill any human enemy in the game if they're within about 10 meters. Past that, damage drops off quickly, and the 8 pellets scatter too wide to be of any real use at even pistol range. Also do note that cell soldiers wielding this gun can, and will, kill you in a single shot if you don't turn on armor mode and get in their face. Rate of fire is abysmal, but since it has the uncommon ability to kill ceph soldiers with a single shot (if all pellets hit), it's a useful, if inefficient, tool.
Jackal combat shotgun: you'll only really see these carried by top tier soldiers and cell operatives late in the game. Full auto, low max ammo capacity, and drains a magazine in 0.8 seconds. Unlike the marshall, this shotgun has a much, much tighter pellet spread, and loses significantly less damage at distance. At 25 meters, it retains more than enough accuracy and power to kill two cell soldiers per shell, provided they stand close together. No matter how you mod it, or what suit upgrades you get, the jackal cannot attain the killing power needed to down a ceph with a single shell at any range, so despite its problems, the marshall might serve you better, depending on preference.
SCARAB: assault rifle, carbine sized. It has good overall stats, and takes almost every weapon attachment in the game, with the notable exception of scopes. The one area it shines in is rate of fire, but the recoil is harsh. The rate of fire increase comes at a small damage penalty, which makes it not all that great for killing 'hard' targets, but really useful when you're fighting lots of weak dudes.
SCAR: assault rifle, full size. It lacks the quantity of weapon attachments and overall jack of all trades status held by the SCARAB, but makes up for it with the quality of its attachments, superior handling, and a slight damage advantage per bullet. In case you didn't know, you get the underslung gauss, a 3x scope, and that's it. No, really. You get it as soon as you can, and you never put it down. The underslung gauss lets you erase most targets in a single shot, and conveniently resupplies from ammo boxes, unlike the actual gauss rifle, while the rifle itself is controllable at full auto, and it has that neat scope.
Grendel: battle rifle, european style. It has significant armor-piercing abilities, and by default fires in 3 shot bursts. Also deals fatal damage to ceph if you shoot them in exposed jelly parts, takes a scope, and you can further augment your killing power with underslung weapons. You'll only see these very late in the game.
Precision rifle: a very mobile and flexible sniper rifle, with comfortable handling, fast rate of fire, and the option for a silencer. The precision rifle is lethal out to hundreds of meters. Humans die in single bodyshots, while ceph must be shot in the head or jelly. Replacing the sniper scope with the rifle scope lowers the zoom, but enables the crosshair. Also happens to be one of the most accurate weapons in the game when hip firing, even when you're moving at break neck speed, chaining together superjumps, and mantling your way around the world. The only drawback is the extremely limited ammo supply.
MK60: it's an M60 squad support machinegun. Individual bullets are almost twice as powerful as the SCAR series rifles' munitons, not to mention the difference in killing power between this gun and the SMGs. While you can't really hit anything if you're moving, when you're aimed and stationary, it's an examplary accurate weapon, with a huge magazine, and a gigantic reserve. Rate of fire is fairly unimpressive, but the damage per bullet makes up for it in most situations.
L-TAG: a grenade launcher that does enough damage to kill yourself, but not enough to kill ceph reliably. Medicore.
X-43 MIKE: microwave gun with puny range, super fast reload, and the unique ability to ignore any and all armor. It takes about 350 rifle bullets to kill a ceph heavy. Or about 100 units of charge from this gun. MIKE maintains a 100% flawless accuracy no matter what, meaning that even aiming down the sight is merely a waste of your time.
Gauss rifle: rare, clunky, cumbersome, inefficient, waste of space. It's overkill against everything lighter than heavies, but heavies don't die to a single shot, and there's less than 20 bullets in the campaign. Get an underslung gauss on the SCAR, or use the precision rifle.
Just wanted to say thank you for that. That was one hell of a post, and very very useful.
Ive played the game a lot and still picked up some very useful tips.
Nice one. :)
BRO please if you are bored again make the same thing for the first Crysis please please please...
If your dying all the time, then change how you play the game, I am not dying over and over.