Each come with its unique strength and weakness, which one to select is purely a matter of how you play the game.
Crysis 2 – Armor Nanosuit Module
Crysis 2 Armor Nanosuit module deals with protection of the player from the enemy players or environment.
Air Stomp III
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.
No Damage suffered from falling long distances.
Faster Recovery After Air Stomp Attacks.
Threat Tracer III
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.
Highlights Incoming Grenades.
Highlights Explosives Nearby.
Proximity Alarm III
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.
Increased Warning Frequency when an enemy is nearby.
Maximum Warning Frequency when an enemy is nearby.
Armor Enhance III
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.
Increase Movement Speed in Armor Mode.
Protects Against the Nanosuit Jammer Bonus.
Nano Recharge III
Faster Health Recharge. Your health regenerates faster, faster than usual. Can be very handy perk in close quarter combat environment.
Faster Suit Energy Recharge.
Shorter Delay before Health Starts Recharging.
Detonation Delay III
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.
Delays the detonation of enemy explosives.
Provides an automatic Defenses against enemy missile attacks.
Energy Transfer III
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.
Restores additional Nanosuit Energy with each kill.
Restores Full Nanosuit energy with each kill.
Crysis 2 – Stealth Nanosuit Modules
Crysis 2 Stealth Nanosuit module deals with infamous stealth mode. There are different options available to you that enhance your Nanosuit’s Stealth.
Stealth Enhance III
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.
No shadow cost in Stealth mode.
Reduces Energy Drain in Stealth Mode.
Blind Spot III
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 III though handy but Less Visible is not good enough. Upgrade III makes it worthwhile since footsteps are key to your success in successfully protecting yourself.
Provides protection from enemy tagging.
Become less visible to enemies in Nano Vision.
Covert Ops III
Reduces the sound of Footsteps.
Provides protection from the ceph Airstrike bonus.
Enemy footsteps are louder within range.
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.
Provides protection against enemy radar jammer attacks.
Scrambles the radar of enemies within an increased range.
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.
Highlights enemy routes with direction.
Highlights enemy routes with increased frequency.
Cloak Tracker III
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.
Increase the visibility of the cloaked enemies.
Maximum visibility of cloaked enemies.
Visor Enhance III
Highlights enemies through weapon scope. Not useful enough, unless you can’t see properly and have to rely on glasses just like me.
Provides protection against flash bang grenades.
Reduces energy cost of Nano Vision.
Crysis 2 Power Nanosuit Modules
Crysis 2 Power Nanosuit module includes all the Nanosuit modules that enhance your suit’s power.
Side Pack III
Allows an additional magazine of primary ammunition to be carried. Rather practice with your secondary and look for the guns on the battlefield.
Allows an additional grenade or explosive to be carried.
Allows additional attachment ammunition to be carried.
Point Fire Enhance III
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.
Reduces the spread of secondary weapon when shooting from the hip.
Reduces the spread from mounted weapons when shooting from the hip.
Aim Enhance III
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.
Reduces Aim Shake from explosives.
Increases mobility when aiming down sight.
Weapon Pro III
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.
Faster Aiming Down Sight.
Faster Switching between weapons.
Loadout Pro III
Allows an additional Primary Weapon to be carried in place of secondary weapon. Good deal for kill hungry Cryplayers in the wild.
Removes the weight penalty from weapon attachment.
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.
Faster Fire Rate on secondary weapon.
Faster Fire Rate on mounted weapons.
Mobility Enhance III
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.
Increases Ledge Grab Speed.
Faster Firing After Sprinting.
Automatically collect Dog Tags from killed enemies.
Support Bonuses require one less Dog Tag to activate.
Support Bonuses remain active for longer.
Remember, only use those Nanosuit Modules that complement your gamestyle.