Crysis Ceph Part 1 for U.V.A

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The Ceph, short for Cephalopods, also known as the Charybdis, are a technologically advanced alien species who arrived on Earth approximately 65 million years ago and represent the primary antagonists of the Crysis series. They are hostile towards humanity and are waging what appears to be a war of extermination against them. Although there are several theories, it is speculated that they have been acting to prevent human degradation of the Earth's environment.

The Ceph on Earth originate from the Triangulum Galaxy, also known as "Messier 33", located in the constellation Triangulum, approximately 3 million light years from Earth. Their most recent activity prior to the events of the series occurred some 2 million years ago, after which they went into a dormant state until 1919, when Jacob Hargreave set in motion events in Tunguska that led to the eventual awakening of all Ceph lithoships across the Earth, though this began with minor activities and technology testing in the early 21st century until their complete awakening by the Korean People's Army on the Lingshan Islands.

Overview

The true origin and age of the Ceph is completely unknown. The earliest record on them is that they arrived in the Solar System 65 million years ago along with multiple space vessels/seeding ships. The seeding ship found on Earth is thought to be the cause of the mass-extinction event at the time, and it was rendered inactive for an unknown period of time before becoming active again, gathering energy along with other Ceph devices across the planet to form a network.

Their purpose is also expanded upon in the novel Crysis Legion. Jacob Hargreave speculates that, since the Ceph have such advanced technology that can create practically anything they can think of, their sole interest is in the things they can't think of, namely surprising proteins and organisms that evolution gives rise to over millions of years of adaptation. If this is the case, then the Ceph stationed on Earth are only an automated system programmed to wake up every once in a while to scout the planet for scientific data that might be useful.

According to the Gardener Theory speculated by Hargreave, the Ceph on Earth might be "gardeners" that look after a "garden" (Earth), nurturing its life and observing evolution of all lifeforms on it. Their fight with humanity is in fact, similar to how a gardener trying to cut weeds, or the owner of a house (Earth) finding bugs in their home. This came from when the Ceph awakened and soon found out that humanity is slowly destroying the Earth, making their work that spanned many millions of years gone to waste.

After the capture of Alpha Ceph, when C.E.L.L. scientists spent 20 years cracking their communications and studying them, they came to the general consensus that the Ceph and their language were so far beyond the understanding of humanity that most of their work is all but speculation, leading them to underestimate much of their Ceph-derived technology. However, though, they were able to gain some vital information on the unimaginably more advanced extragalactic Ceph from the Triangulum Galaxy.

It is known that the southern spiral arm of the galaxy is a part of a vast, billion-year-old web of countless planets, ships and colonies that make up a single over-hive called Hyperion. Two much smaller but still immense over-hives existed in M33 Galaxy is Iapetus to west of galactic core and Coeus at the eastern fringes and another one million additional hives, each covering three or more star systems. The age of Hyperion suggested that it might have been another seeding ship from a more ancient Ceph, as the entire M33 Galaxy Ceph is only half a billion years old while Hyperion is one billion years old.

Physiological

Some Ceph, like the Alpha Ceph, have a psychological ability to control people, as seen with Prophet, Karl Ernst Rasch. The Alpha Ceph had a physiological and/or telekinetic power greater than the Mastermind.
Technology

Ceph possess highly advance technology which helps them to adapt to any possible environment. In Earth's case the Ceph created exoskeletons to better adapt to Earths gravity.
Military

Crysis

The Alien army encountered at Lingshan consisted almost entirely of autonomous or semi-autonomous machines, most of them making use of a kind of anti-gravity technology to fly through the air. They make use of ice- and energy-based weapons, and are capable of draining energy from almost any nearby source in order to power and repair themselves. The only biological aliens seen are inside the main alien structure.


Ceph trooper

WEAPONS:
MOAC, tentacles
FEATURES:
Self-destruct on death, searchbeam, targetting beams
700 health
take 80-90% damage from most guns, 30% from the MOAC, 150% from the Precision Rifle and 150% from the Gauss rifle

The Ceph Trooper is a levitating robotic unit in Crysis and Crysis Warhead that, unlike the Scout, is designed for ground operations. They are small, very tricky, and maneuverable, capable of attaching to ceilings and walls and leaping onto platforms. They are relatively easy to take down. Troopers have four clawed tentacles for melee combat, which are instantly lethal if they are allowed to execute a leap attack without a Nanosuited operative having Armor engaged, and two hands for interacting with objects. They can compact themselves and be attached to pods the tentacles of Scouts and dropped to the ground when desired, allowing the rapid deployment of Troopers. Troopers resemble miniature versions of the Scout with only four tentacles. They are usually accompanied by a Guardian Trooper.

Crysis

In Crysis, Troopers are first seen in Core and first fought in Paradise Lost. In Reckoning, Helena Rosenthal sends a signal through Nomad's Nanosuit that causes several Troopers to overload on power from the USS Constitution's nuclear reactors and progressively malfunction until they can no longer operate.
Crysis Warhead

In Crysis Warhead, they are first encountered in Adapt or Perish. In Crysis Warhead there are also Guardian Troopers, encased in energy shields that they can also use to protect fellow Troopers. These shields cannot be damaged by gunfire, but explosives and gauss rounds can destroy it given time, alternatively they can be taken down by killing the Trooper providing the shields, or by using an EMP Grenade.
Fighting techniques

Most Troopers will have a MOAC, though in groups, one might have a MOAR. They appear to have a high resistance to automatic fire even at close range. Therefore, the Shotgun is a better choice, even if it can't take one down with the first shot. Fragmenation Grenades also are effective at destroying the troopers, as they take 300% more damage from explosives than gunfire. Troopers can also use their tentacles as weapons, which cause massive amounts of damage even to Nanosuit users. Troopers can be grabbed by the collar-ridge and upon being thrown will die, although their melee attacks make this strategy dangerous. Holding a Trooper for too long will cause it to self-destruct. Like Scouts, Troopers are designed to explode several seconds after death. Strangely, the explosion deals more damage compared to the scout, which does an extremely low amount of damage. A useful way to dispatch large amounts of Troopers is with EMP grenades, which knock out their systems.

Ceph Hunter

WEAPONS:
Legs for grabbing
Mouth Tentacles for grabbing
MOAR (Hunter), Singularity cannon, Alien beams (Red Hunter), Smart Missile Launcher (Red Hunter)

FEATURES:
Self-destruct after death, grabbing legs and mount tentacles
CREW:
Multiple Ceph
GAMES:
Crysis
Crysis Warhead

The Ceph Hunter, also known as a Hunter, is a massive quadrupedal Ceph machine. The Ceph Hunter is the secondary antagonist of Crysis. Analogous to a combination of a tank and VTOL aircraft, it is one of the most powerful units in the Ceph arsenal, second only to the Ceph Warrior. In its typical stance, its legs span over 100 feet.

There are several variants of the Hunters. The Hunter in Reckoning is lighter colored than previous Hunters and has blue theme. A Hunter in Crysis Warhead is red and equipped with more weapons.

In Crysis, the Hunter is first seen in Core and is first encountered in Exodus. Due to its shields, the US forces are unable to defeat it, only delaying its advance. During Reckoning, a Hunter attacks the USS Constitution, but Helena Rosenthal sends a signal through Nomad's Nanosuit, disabling its shields and weakening it slightly allowing him to destroy it.

In Crysis Warhead, Psycho, with the help of Dane and his Nanosuit team, takes one down. Psycho then confronts the more powerful red variant on his own at a later point in the story.

The Hunter's Molecular Arrestor (MOAR) takes several seconds to charge and is capable of freezing the surrounding environment and its occupants. This will kill anyone not wearing a Nanosuit and render any vehicles unusable while temporarily freezing any Nanosuit users. Any damage will shatter and instantly kill a person while frozen. The Hunter also can fire a Singularity Cannon that causes a devastating explosion. The Singularity Cannon takes slightly longer to fire than the MOAR, giving players extra time to find cover. Its legs are also extremely potent weapons; they can both crush large objects against the ground and pick up the same to fling them at the enemy. When close to the Hunter, its mouth opens up and a tentacle will grab nearby enemies and throw them. This attack is only lethal if not in Armor mode. While shielded, the Hunter is invulnerable, so players should pay attention to when the shields are down. The weakest part of the Hunter is its mouth area. The Minigun is the most effective weapon at destroying a Hunter.

The schematic of the Hunter shows that the it was once designed to be like a vehicle, capable of carrying multiple alien units. The remains of this idea can still be seen, and maybe the idea of the Red Hunter's additional parts.
The Hunter has a mounted tentacle attachment. When the Hunter fires, this attachment will move backwards. Strangely, only one is used despite of having two mounted tentacles.
The Hunter has more black colors than red\blue but is named after the lesser colors.
The Red Hunter's attachments are actually turrets replacing some parts; however, the coding and flowgraph are still unknown to generic modders.
Hunter grabbing has unlimited distance, which will also distort its legs or mount tentacles to some extent.

Red Hunter (from Crysis Warhead )

WEAPONS:
Alien Beam, Smart Missile Launcher
Mouth tentacles for grabbing

NOTABLE CREW:
Possibly multiple aliens

The Red Hunter is another, much more powerful variant of the Hunter, it is a four-legged alien war machine and serves as a heavy support unit. The Red Hunter is the secondary antagonist of Crysis Warhead, encountered in All the Fury. The Hunter was ultimately destroyed by Psycho.


Description

The Red Hunter doesn't differ much from a Hunter. It has a red color theme running around its body instead of white or light cyan colors, as well as additional attachments around its body to make it more recognizable. It is armed with an upgraded Alien Beam replacing the MOAR and Singularity Cannon and is also reinforced by alien beam turrets mounted on both of its horns. Its horns are also capable of launching Smart Missiles when pitching to perform artillery and standoff attacks. The Hunter appears to possess a shield due to a glow which shimmers around its body when struck by attacks.
Storyline

Right after Psycho enters the air control tower to call the VTOL, the swarm starts to leave the island. Several Aliens come out of the sphere and right behind them comes The Warrior. It flies down the runway and some kind of glowing aurora starts to appear out of the underside of the ship. When Psycho gets close, the Red Hunter is spawned from the aurora and O'Neil tells that the crashed C-18 contains the PAX. Once Psycho gets the PAX, he follows the Red Hunter to the Container, fights it, and ultimately destroys it.

The Red Hunter has a unique equipment pack unlike the other Hunters. One of its basic weapons are several Alien Beam Auto-Turrets. These turrets work as defenses, not allowing the player and other humans to come close. The Auto-Turrets are able to take down a Helicopter in a few seconds. The second basic weapon is the main Alien Beam that is fired in the same mode as the Hunter MOAR. It is more powerful than the Auto-Turrets and it can kill the player in a matter of seconds, although unable to effectively damage vehicles, like ASVs.

The third weapon is 2 Smart Missile Launchers placed on the sides of the head. The Missile Launchers rise to a certain angle when fired and fire 2 bombs each. The bombs can kill the player in 3 direct hits, but they are destroyable and you can hide from them under roofs or in containers because of the high altitude of launch. Other techniques it uses are grabbing big objects with its legs and throwing them at the player, or, if you get to close, it launches a tentacle from its mouth that throws the player with a large amount of force. The last technique it uses to kill the player is self-destructon. The Red Hunter's self-destruction is more powerful than a generic Hunter, as the player needs to be at a distance of around 60m to avoid damage.

The easiest way to defeat the Red Hunter is with a hit-and-run technique. Once you get close enough to the Red Hunter, fire the PAX as many times as you can. Once it starts to follow you, run to the entrance of the Airfield where you came from at the start of the level and don't mind shooting at it, just run. Once you are under the arc of the building staying right before the train, the Red Hunter should turn around and go back to the container, leaving the back vulnerable. Shoot it as many times as possible, follow it if needed.

Another possible and popular tactic used by many players who do not use the PAX gun is to drive an ASV. Once you are in range, start the barrage of minigun bullets. Since the damage is multiplied by 0.05, it takes a while to destroy the Red Hunter. However, the ASV is resistant against all of its beam weapons.

After the machine is destroyed, you need to run away from it as far as you can, preferably more than 60 meters or the self-destruction could kill you.
Trivia

The Red Hunter has 50,000 points of health compared to the 6,000 HP of a normal Hunter, although this is used to prevent the Hunter from dying too easily before it activates. The actual health points, which are set by a flowgraph after it destroys a helicopter, are 8,000 points.
It takes around 11 PAX shots to take down the Red Hunter, more or less depending on the location you hit it.
The Red Hunter has a unique trait of following the player unlike the static Hunters seen in both games.
The Red Hunter is the first (in the story) and largest unit to be spawned by the Warrior.
The model name of the Red Hunter is "Hunter Boss".
There is another Hunter named "King Hunter", which was the first idea of a boss in All the Fury. However, probably because of the shield it had resembled those on the Warrior, it was replaced by the Red Hunter.
All attachments on the Red Hunter can be noticed when looked carefully.

Ceph Warrior

The Ceph Warrior is a large alien ship with two massive objects attached to its hull that make it look like some kind of animal. The Warrior has two heads, the first one is the MOAR turret, while the second one appears to be its chin. The Warrior has four "legs", which are relatively small, the first two are mounted with a MOAC turret on each one, the rear extend beyond its hull, giving a running four-leg animal pose.

Warrior size is about 130 to 140 meters long, 150 to 165 meters wide, and 50 to 65 meters tall from measuring in Sandbox 2 Editor, but its mass is never properly given. From the final cutscene of Reckoning, its mass can be roughly measured, as it can break USS Constitution in half.

It is armed with 6 MOAC automatic turrets, four on the front while the others are mounted on each foreleg. One MOAR turret on the front part of the hull. Its biggest weapons are two massive Singularity cannons on each "arm" or "wing". The other weapons are yet to be shown. One speculation can possibly be a hidden weapon in the final cutscene from All the Fury, where it opens the hatch when it is facing Colonel Lee and causes an explosion afterward. But it can be a tractor beam or the device that created the aurora to spawn Red Hunter. However, the hatch strongly resembles the bottom of an UFO.
Story

Alien Warrior is first heard in Core, where its roars shake the entire mountain. It appears again in Paradise Lost where it flies over Prophet and Nomad, then exits off the sphere. Prophet says something at this point, referring to the alien as they are coming. Warrior appears for a brief moment in Ascension, as it submerges, and dives away presumably toward US carriers. Its last appearance is in Reckoning, where it has been finally destroyed by Nomad with help from Helena and Psycho.

In Crysis Warhead, the Warrior is only seen in All the Fury. It comes with a large forces of Aliens to capture the Container, it then spawns the Red Hunter to take care of any enemy below. It finally comes back again after Psycho has knocked Colonel Lee out from his VTOL, and the Colonel is most likely killed by the Warrior.
Capabilities

Warrior is one of the most capable vehicles in this game. It is capable of:

Activating shields, which reduce incoming damage and disrupt being locked on.
Spawning large units. From Warhead, Warrior is seen spawning the Red Hunter from a glowing aurora.
Strong armor. Warrior can ram through many objects, even destroyer and carrier are easily pushed aside by Warrior.
Carrying units. Warrior can carry Ceph Troopers and Ceph Scouts inside, like aircraft carrier or Troopship.

Ceph Scout

WEAPONS:
Singularity Cannon, MOAC or MOAR or Alien Beam (Crysis Warhead)
FEATURES:
Carries up to 4 Troopers, Searchbeam, Self-destruct after death
2000 health
take 45% damage from most guns, 40% from the MOAC, 130% from the DSG-1, 200% from explosives, and 200% from the Gauss rifle
FIRST APPEARANCE:
Contact (Crysis)
Call me Ishmael (Crysis Warhead) (in Container)

LAST APPEARANCE:
Reckoning (Crysis)
All the Fury (Crysis Warhead)

GAMES:
Crysis, Crysis Warhead

Ceph Scouts are one of the most common Ceph vehicles found in the Crysis series. They are piloted by individual Ceph (evident in Crysis Warhead, where Psycho is attacked by a 'naked Ceph' when he inspects the disabled Scout) The head is approximately the size of an LTV with six mechanical tentacles following behind it. Their tentacles can hold pods for Ceph Troopers, allowing the Scout to carry up to four at a time. The Scout self-destructs when it is damaged beyond repair and has a scanner beam that it uses when it cannot find enemies. The front armoring of the scout is designed to handle high-impact shocks; this allows the Scout to ram enemy units — even vehicles — as a last resort.

In Crysis, the Scout is armed with MOAC weapons, while in Crysis Warhead, all Scouts are armed with high-temperature beam weapons. These beam weapons possess the damage of a MOAC and accuracy of a MOAR.

Storyline

Ceph Scouts are seen from the beginning of the game, being responsible for the deaths of Aztec and Jester, but are not directly engaged until Paradise Lost, though they can be killed in Awakening. Prophet believes that the Scouts killed Aztec and Jester in an attempt to interface with their suits, which are themselves based on Ceph technology.

In an early draft for Crysis found in the demo, the inactive alien Scouts are first found in the Hindu Kush mountains in 1989 and are found all over the world, such as Siberia, Thailand, and Nepal (these discoveries are referenced in-game as well, in a discussion betweed Dr. David Rosenthal and General Kyong). As is pointed out in-game, the inactive scouts can easily drain power from any power source. For example, scratching an electronic device (such as a cell phone) onto the exoskeleton of an inactive Scout will cause the device to lose all power, all of it having been transferred to the Scout. One of these units somehow became disabled and did not self-destruct during the events of Crysis Warhead; it is placed in a crate and thus much of the game focuses around capturing it and then getting it off the island into the hands of US forces. Nomad encounters Psycho and this Scout unit when he returns to the USS Constitution in the final level of Crysis, in which the Ceph warship is seen crashing down directly on top of the ship. It is extremely unlikely that the intact Scout would be salvageable after this.
Crysis 2

The Scouts make a cameo appearance in Crysis 2 in Jacob Hargreave's office. There are 3 Scout heads kept as trophies on a wall.
Fighting techniques

Nearly any type of weapon is effective in fighting a Scout, though they are most effectively taken down with two rounds of the Gauss rifle or the FY71's Incendiary rounds. LAWs however, take several hits to destroy it and so may not be worth it. The Scouts typically will fly overhead and circle around while firing their MOACs, though sometimes they will stay high in the air, making killing them a much longer process. If there are several Scouts at once, one or more may stay further back and use its Singularity Cannon. Scouts with MOARs also tend to stay back.

While Scouts carry Troopers, they are invulnerable and so it is useless to shoot them. When fighting both the Scout and its Troopers, it is easier to take cover from the Scout, as troopers can maneuver inside buildings.

When flying low, they appear to be vulnerable to shots fired at a large glowing spot on the bottom side of their bodies. Although not extremely vulnerable, the player will have to fight many of them during Exodus and rescuing Helena. To conserve ammo, the player should use Prophet's MOAC. Standing still will allow them to fire more shots into the player than the player fires into them.
Notes

There are two types of Scouts, though most will be the MOAC variety. There is also a leader version which has different spikes and is the dead alien in the Power Struggle Alien Energy Points.
The Scout being excavated in Relic emits an explosion that freezes the excavation site. No Scout does this during gameplay.
In Crysis Warhead, when the player is defending a member of Dane's team as he opens a tunnel, he/she is occasionally attacked by orange scouts. They are weaker than normal scouts, requiring only two shots with the Gauss Rifle to take out. They carry explosive bombs which can maneuver on themselves and explode when hit with a weapon or on contact. The only mention of them from the team is when Dane shouts to a teammate: "Your Gauss rifle, those orange fuckers, use it." They also appear in "All the Fury" in Crysis Warhead when the player has reached the control tower.
The weapon that Scouts use is very similar to the MOAR attack. However, it is bigger and can shoot as MOAC, MOAR or the Ceph Beam. A Singularity cannon is fired from its "forehead" which is also used for energy collecting.
The Container in Crysis Warhead had the ability to send a signal laser that calls for help. This was shown twice in From Hell's Heart and "All the Fury".
Using the MOAR on the Ceph Scout will kill it instantaneously as it becomes frozen solid.
According to Emmerson, Scouts are capable of lifting items that weigh nearly 100 tons, (A Scout is seen lifting a mining Haul Truck in the level Frozen Paradise) However it would appear that the Scout was not using its tentacles to lift the haul truck but an energy beam of sorts which likely defied gravity, this somewhat questions their 'strength' as their tentacles are not seen being used to lift immensely heavy objects.
In the cutscene where the Ceph begin attacking the USS Constitution in the mission Reckoning in the first Crysis, scouts can be seen using the MOAR on jets across the flight deck. However the jets explode when they are hit by the weapon rather than instantly freezing, which could mean they were using their alien beam weapon they use throughout Crysis Warhead.

Suitless Ceph

WEAPONS:
Melee attack
MOAC

Suitless Ceph are native Ceph that appear in Crysis and Crysis Warhead.

Description

Suitless Ceph or known in some publications as Ectomorphs, is how they are referred to in Crysis and Crysis Warhead. That is the Ceph's native appearance on their homeworld. They live in an extremely cold, zero-gravity environment and are fast, highly maneueverable and skilled at avoiding gunfire. However, their soft bodies are very vulnerable to any damage.

They are the builders of all of their weapons and vehicles of war, such as MOAC's and MOAR's. They pilot Scouts and Hunters.

In Crysis 2 they have adapted to earth's environment and are capable of surviving in heat, high-gravity environment.
Storyline

The Suitless Ceph are first seen in Core, when Nomad enters the Ceph Spaceship in the mountain. They fight him while he tries to find a way out. A Suit-less Ceph is seen once in Shore Leave, when Psycho investigates The Container it comes out and knocks him unconscious. This proves that the Exosuits are piloted vehicles.
Fighting Techniques

Some of the them are armed with MOAC's, while others simply charge at the player. Their melee attacks is to rush forward in attack, but, if you are not in armor mode, their attacks can be lethal. The player can grab them just like the KPA soldiers, though this is more difficult since they are very mobile. Weapons and ammunitions are in short supply in the level, so the player must be precise. It is possible to use Cloak mode to sneak up and grab them, but if they are in groups, keeping your distance away may be the best option. Any automatic weapon will work, suggested weapons are FY71, Shotgun and Submachine Gun.

Guardian Trooper
WEAPONS:
MOAR (Leader Trooper), MOAC (Guardian Trooper), Tentacles
FEATURES:
Self-destruct on death, shield generator (Guardian Trooper)
750 health
take 80-90% damage from most guns, 30% from the MOAC, 150% from the DSG-1 and 150% from the Gauss Rifle

The Guardian Trooper and the Leader Trooper are variations of the normal Trooper, the Guardian Trooper has the ability to shield other Troopers while the Leader Troopers are exclusively armed with a MOAR.

Description

The Leader Troopers have the same design as a generic Trooper, but has a different, crown-like attachment on their head and different color. Its behavior is still the same as any other generic Troopers, but these aliens generally lead squads of Troopers and are very rare. Its weapons are a MOAR and tentacles for melee combat and shattering its prey.

The Guardian Troopers have the same design as the Leader Trooper, but with grey color base and green color theme, unlike the black base and blue theme of other Troopers. The basic weapons are a MOAC and its tentacles, as well as its shield generator.
Fighting Techniques

This is leader trooper picture

The Leader Troopers have the similar fighting techniques as all other troopers, although they tend to wait and charge their MOARs to shoot at the player. Remember that normally their MOARs are even more powerful than those used by Scouts, however they are still less powerful than Hunter's. In case of they have frozen you, quickly press any movement key to break free otherwise any Trooper will come in and shatter you to pieces, they are enemies to be taken seriously.

The Guardians have the same fighting techniques as all the Troopers, although they may stay behind with other Troopers to shield them up. They also have a MOAC that is used to shoot the player.

The way to destroy the Guardians' shield is to use explosive weapons, as explosive weapons will break through their shield instantly and damage Troopers inside, grenades are recommended, as they are easy to find. However, the best way to destroy their shield is to destroy the Guardians themselves.

Both variations are easily killed in a single Gauss Rifle shot, they are also destroyed by a frag grenade and several shots from other weapons. The shield of the Guardian can be disabled only if the Guardian itself is killed or if it sustains a very large amount of damage, and especially explosive damage. While activated the shielded Troopers will stay around the Guardian protecting it. When not shielding any other Trooper, it can be killed normally.
Notes

The Leader Trooper is called MOAR Trooper.
It is the only known unit to be able to shield other Aliens.

Orange scout

WEAPONS:
Gravity Bomb Launcher
FEATURES:
Self-Destruction on death
CREW:
1 Ceph

The Orange Scout is a variation of the Scouts. It has a distinctive Orange theme, unlike a generic Scout. The Orange version does not carry typical weapons like MOAC, MOAR or Alien Beam like the normal Scouts do. Instead, the Orange kind uses the Gravity Bomb Launcher. It also has less health than its generic counterpart, taken down with two direct hits from the Gauss Rifle. They are also much rarer, only making three,that being,adapt or perish,frozen paradise and all the fury appearances in Crysis Warhead.
Fighting Techniques

The Orange Scout flies towards the target and launches all the bombs from the Gravity Bomb Launcher. The Gravity Bombs follow the players and explode. The Bombs are very powerful and can kill the player in a single hit, if in close proximity. To avoid the bombs the player can simply shoot while it is approaching.
Tactics

The Orange Scouts are easy to dispatch, just as easy as the Scouts from Crysis. An Orange Scout is easily taken down with just 2 Gauss Rifle shots. Be careful of the Gravity Bombs as they can kill you if in close proximity. Also, shooting the gravity bombs can easily take down the Orange Scout, or at the very least disable it of any weapons and take down most of its health.
Trivia

They do not carry any other weapons except the Gravity Bomb Launcher.
The model name of the Orange Scout is "Bomber".
When encountered in a group of enemies the orange scout shall be killed first because of his very powerfull bombs which can take out the player's entire energy bar and a half of the health bar.
The orange scout has the pourpose to force the player to flee his/she's shelter by launching it's gravity bombs.
It is the most rarest non-boss enemy encountered in the crysis franchise numbering 3 total individuals.
Despite having less health than it's normal counterpart (scout) it is more agile and faster than the scout.
It is the only variation of the scout.
When launching all of it's bombs and the player cannot find something to fool the bombs to crash into,it's chanches to survive are 0.1(3)%,and risking to fire against the bombs are reducing the chances even more.
The only ways to survive when its launching all of its bombs is to:fool the bombs to crash into a prop,and to flee with maximum speed(possible only when it's full charged because the bombs have limited range of performance,aprox. 700 m.

Crysis 2

The Ceph troops somewhat resemble the Suitless Ceph from the first game and appear to in fact be them. It would seem that they have begun to adapt to the gravity of Earth through the use of armored exoskeleton suits. This allows the 'leg-less' alien to move about freely in an environment they are not adapted to. They wear a sort of mask, or helmet, that covers their "face". Their weaponry is built into the exoskeleton and cannot be picked up by the player. Most "humanoid" Ceph also have some kind of sharp claw mounted on one of their arms. They also seem to have replaced their cold-based weapons technology with what appear to be plasma weapons, as well as a semi-biological "spore", which seems to serve the same area-denial role as the ice sphere at Lingshan.

Ceph grunt

WEAPONS:
Pinch Rifle
Melee Blades (Crysis 2 only)
EMP Grenades (Crysis 3 only)

FEATURES:
Short-range EMP burst
Pinch Rifle Charged Shot (Crysis 2 only)
Highly agile exoskeleton

Ceph Combat Units, commonly called "Grunts", share the title of most common type of hostile Ceph encountered along with the Ceph Stalker in Crysis 2 and Crysis 3.

Ceph Grunts stand at roughly 8 feet tall, towering over most humans. They appear as upright, armored-up versions of Ceph Stalkers - like most Ceph soldiers, a Grunt's weak spot is located on their uncovered neck/back area, and belly.

While Grunts lack the speed and mobility of their Stalker brethren, they make up for it with stronger armor, and more powerful assault Rifles. When killed, Grunts somewhat explode or burst, with an area of the Grunt's armor falling off and the substance inside the exo-skeleton losing its glow.
Capability

The Ceph Grunts lack the speed and mobility of a Stalker, to make up for that, they have stronger armor and greater firepower. Despite seeing walking all the time, Grunts have moderate speed and can perform high jumps with ease. Their jelly spots are almost entirely covered with armor, making them harder to kill, though X-43 MIKE and K-Volt can easily bypass their defense. A Grendel, having a high armor penetration, will have a good chance to kill them.

It is noted that they can also charge up their rifle to fire a plasma charge that can cause large explosion and even destroy armored vehicles. In addition to that, they can also fire EMP burst at short range that drains out the Nanosuit's energy and immobilizes and likely kills any normal humans within its vicinity, usually done when they know you are cloaked. They also can fire a short-range grenade form of this EMP in Crysis 3.

Alongside with Stalkers, Alcatraz stated that it will take 4 to 5 armor-piercing bullets, each capable of blowing away a good-size reinforced concrete, precisely at their jelly spot to even take them down.
Weaponry

Grunts are armed with a Pinch Rifle. In Crysis 2 when engaging in close quarters they will use arm-mounted blades to melee. They can emit an EMP burst to instantly drain the players energy when they are cloaked in Crysis 2, and occasionally use energy grenades in Crysis 3.
Strategy

Grunts behave like typical C.E.L.L. operatives, taking cover and popping out to fire their weapon at hostile units, unlike Stalkers. For examples, they will just hold their weapon round the corner and fire blindly. When not alerted, they patrol an area regularly, usually jumping onto high vantage points. Standard human tactics apply, but Grunts are much tougher than humans, and the weak point is no longer the head, instead the exposed jelly on their back. When alerted, they will hem you in, working on where they have last seen you. However, when you shoot the face plate, it will fall off. The tentacles are a weak point.

A Grendel will be effective at dismantling them as it uses a different ammo type.

Do not use grenades, as Grunts will quickly jump away from them, and just get alerted. However, you can use under-barrel grenade launchers, as they explode on impact.

As with all of the Ceph infantry, a HMG will quickly dismantle them with a few shots and a X-43 MIKE will boil their insides out.

Ceph stalker

WEAPONS:
Cryo Assault weapon
Melee Claws
FEATURES:
High mobility and agility
Weak armor
Leap attack

The Ceph Assault Units, designated as the "Stalkers", are fast and agile Ceph lifeform encountered in Crysis 2 and Crysis 3. They're also the most common alien fought alongside the Ceph Grunt and Tick.

Description

It is likely that the Stalker can stand around 6 feet tall but they are typically found in a hunched, hunter-like stance. Their sleek silver armor consists of the main ribcage area, the helmet, vambraces, and leg armor. Their tentacles notably protrude from their back, making a noticeable weak point. However, only if the body is shot through the tentacles. Also, the belly area is bare, however difficult to shoot at, as they hunch.

The lighter armor-frame of the Stalker allows it more agility and allows greater speeds than other Ceph units or even most Nanosuit soldiers. They can. Upon death, Stalkers "explode" or more accurately "burst", and their helmet lamps lose their glow. Their tentacles often spasm for a period.

Their design is changed in Crysis 3. Their body now possess spikes down their back, and they abandoned their plasma gun in exchange for sharp and long hand-blade, and the ability resist Tagging from the Nano suit's visor
Specification

In Crysis 2, the Stalker has shown incredible strength, speed and endurance through the game. They can punch Alcatraz several meters up into air, proving fatal if you are not in Armour mode, and immobilize Alcatraz upon jumping on him no matter how he struggles, moving faster than a trained C.E.L.L. operative could follow. They can also withstand modified armor-piercing sabots from weapons like SCAR/SCARAB.

In Crysis: Legion, their ability is further explored. Multiple fortified sandbags are as good as concealment for them, and the reason why Marines wearing thick spider-silk armor are not dead yet because the Ceph prefers to attack more obvious targets, as Alcatraz states.  A demonstration of the Stalker's weaponry is when a female Marine was torn to small pieces by not more than a few shells from a Stalker, as witnessed by Alcatraz.

In The Wall trailer, military helicopters and the soldiers inside were easily torn apart with a few shells save for a few survivors who didn't last much longer afterwards. A Stalker can be seen easily charging at and dragging a Marine for several meters before finishing him off with a simple melee attack at incredible speed.

Even when one became vulnerable, an entire hollow-point magazine of M12 Nova shotgun shells right into its jelly spots, as well as a beating delivered at the speed of many thousand Gs' and, lastly, a throw from a three-story tall building only caused superficial damage to it.

The said Ceph unit still had enough strength to slaughter a squad of well-equipped C.E.L.L. operatives after that, leaving only parts (torso or hands) of their bodies scattered across the field.

Their strength is also ridiculous enough for one to make it impossible for Alcatraz to move an inch even with Strength Mode on. The exoskeleton armor is also tough enough for Alcatraz to question if a missile can put a dent in it. A JAW will vaporize a Stalker however, even without a direct hit. Their "tentacles" are useless and only serve as a distraction.

The major weakness of the Stalkers is the large exposure of their jelly spots, which makes them less tough than any other Ceph units. Among their weaknesses and very much like their bigger and badder brothers of the Ceph Race, they are vulnerable to microwave (X-43 MIKE) or EMP guns (K-Volt). One or two bursts of the Grenedel will dismantle a Stalker, as it almost negates the exoskeletons armour.

In Crysis 3, they are shown to be evolving since the events of the last game. The Stalkers are presumably stronger, faster and tougher than their Crysis 2 counterpart as they are now a melee-focused unit. They become feral, and hunt like a pack. That is demonstrated in Crysis: Escalation, where they were able to withstand large explosions, slice concrete walls and bisect carbon-fiber armored C.E.L.L. operatives to pieces.

Also in the novel, they demonstrate movements so fast that even trained soldiers' eyes couldn't even or at least barely see them. (In one moment, Davis was pulled underwater and chopped to pieces despite being right in front of Chino, Hank and Earl before anyone could notice what happened).
Weaponry

While Stalkers are mostly seen using their arm-mounted blades, they sometimes switch to some form of an SMG on each arm not unlike a Ceph Grunt's usual armament, however it is less accurate and is delayed in more sporadic bursts. Because of their mobility, they're far more deadly in melee combat, often utilizing their leap attack to begin their assault, which knocks player down. In Crysis 3, Stalkers switched to mainly melee combat. Their optional SMG is absent in Crysis 3.
Combat Strategy (Crysis 2)

With enough time or accuracy, even small arms fire can kill a Stalker given its exposed frame. When using a precise weapon, the player should concentrate fire on the vulnerable, fleshy part of their bodies, if possible, or land hard hits on the 'chest armor' to stun them: high-caliber automatic- or explosives weapons, such as the Mk.60 MOD 0, HMG, or a well-placed L-TAG grenade can rip apart one regardless of hit location. However, given their high agility, and the surprising strength of what little armor they do wear, avoid using the SCARAB or Nova, as the Stalker tends to move around a lot, and small caliber ammunition. which needs several magazines to kill, simply isn't very efficient when fighting such agile enemies.

Grendel will easily kill a Stalker with one or two bursts.

If the player shoots a Stalker with a K-Volt enough times, its armor will malfunction, leaving it in a still vulnerable state. The player should take the opportunity to kill it.

A fully charged melee attack can kill a Stalker on Normal difficulty. as will the ever reliably grab, but dropping yourself to 0 energy when surrounded by melee enemies might not be the smartest move. With some skill, and observing their patrol routes, it's possible to sneak kill them.
Combat strategy (Crysis 3)

By far the most evolved of all the ceph 'species' seen in crysis 2, the stalker returns as a vicious hunting beast of prey, that even with maximum durability nanomods, can lay the player low in a matter of stabs, slashes, or powerful pounces that'll leave you on your back, while other stalkers form up around you.

Fortunately, they only wield melee weapons (their claws, tails, and fangs), and numbered among their new 'adaptations' are a nervous system, like that of an ape, encased in their head armor, and a digestive system in their lower abdomen - obvious weakspots if you have steady aim. While it's speculated in game that stalkers hunt and eat their prey, the way they've evolved and fight would suggest the rumors are true, as well as explain why they don't need the ceph hivemind to function anymore. When confronted with overwhelming firepower, stalkers simply turn tail and run, hiding in grass, water, or whatever else is nearby, then when you have to reload, they strike. Another key evolution is their radar transparency: even the NS2.0's visor is incapable of tagging stalkers, and they have a reduced heat profile in nanovision to top things off. You'll be relying on the old-fashioned mark-1 eyeball, and very little else.

Like all other ceph units, they use a radar system to locate prey, but theirs are very finely tuned, and they're the only ceph unit that will routinely double-check areas already deemed to be safe, as well as frequently change their patrol paths. Because of their reliance on radar, it's possible for an extremely patient and nimble player to progress through stalker territory without being detected. However, as they seem to exist in big swarms, if you mess up once, you're getting jumped by the whole pack, which could be fatal.

Their number one weakspot is their ribcage armor. A strong hit to it will throw off their next attack. Large caliber bullets through their brains put them down in a single shot, but only if you bypass the head armor crest, or use armor piercing ammunition of some kind. Medium draw arrows will slay them outright if the head or rib armor's penetrated. Abdominal attacks are fairly difficult to land, but seem to be the most effective, provided they're done with explosives or large caliber ammunition weapons. It shouldn't take more than two grendel bullets to make a stalker spill its guts, provided you can make the shot. In general, stalkers shrug off damage to their limbs, and don't lessen their aggression if their armor's destroyed. Like all other ceph lifeforms, they're vulnerable to the K-volt and other electric attacks, but seem to have upgraded resistance.

Toe-to-toe, the Nanosuit 2.0 can kill a stalker with 4 punches. but you'll be getting stabbed and pounced all the while, so this isn't recommended.

Ideally, engage with explosives, large caliber weapons like the grendel, MK60. and from a safe distance

Ceph tick

WEAPONS:
Syringe that injects spore virus

Ceph Ticks are small aliens roughly the size of a house cat. They resemble a combination of scarabs and mosquitoes. Ticks have the standard grey with red visor color scheme as Ceph Stalkers. They use a small proboscis to gather samples of biomass from dead civilians and store it in a large sack located at their tail and transfer those to a "meeting" point for other Ceph to collect human biomass to create more Ceph.

A fearful yet effective tactic employed by the Ceph, to create cheap Ceph units from native species that required a low yet reasonable amount of biomass to create mass-produce units that can easily outclass an entire squad of highly-trained soldiers, from weapon to skill and possesses superhuman abilities.

When killed they drop 20 Nano Catalysts. They are also known to attack live targets, provided the target is either outnumbered or weak enough to kill. This can be seen when a C.E.L.L Operative stumbles into a nest in the underground station, and three ticks jump on top of the operative, and quickly dispatch him by injecting him with their virus.
Combat Strategy

Ticks are completely harmless to the player, and will flee if the player attacks them. A single bullet is usually enough to destroy them, although their speed and small size make them difficult targets to hit. They can be killed with an uncharged melee (or by sliding into them) so it is not advised to shoot them. Interestingly, the player possess a unique Stealth Kill against Ticks, labeled on the visor as "Squash" instead of "Stealth Kill". Alcatraz then squashes the Tick under his foot.

Ceph Devastator Unit

WEAPONS:
Reaper Cannon
X-PAC Mortar

Ceph Devastator Units, nicknamed "Heavies", are powerfully armed and armored Ceph ground forces. They are much larger than the standard alien soldier, though still about four meters high. The heavies are either deployed from drop pods or are stationed at a certain location.

Appearance

Heavies are around four meters tall (13 feet) and wear heavy armor over their dark red jelly-like flesh. A Heavy's armor is thicker and much more damage-resistant than other Ceph armor, even stronger than a Command Unit's energy shield. Heavies wield a rapid-fire gun along with an arm-mounted missile launcher.
Specification

A Heavy is tough enough to barely feel a direct hit from a fragmentation grenade and they can destroy cars and reinforced concrete with ease. They can survive multiple C4, JAW rounds, and L-TAG grenades even on the lowest difficulty.
Weaponry

Heavies are armed with a Reaper Cannon chain gun and a X-PAC Mortar grenade launcher/RPG. They are also physically strong and not afraid to charge their enemies. Their method of deployment on the battlefield may negatively affect their weaponry as the first Heavy encountered can be seen "test firing" it's cannon and mortar. In Crysis 2 their weapons have a slower rate of fire but deal out more damage. In Crysis 3 the player can take and use both Devastators weapons.

Their X-PAC Mortar will make your vision distort, even without a direct hit, for a few seconds.
Strategy

Because of their lack of mobility, Heavies are easy to deal with as long as the player has heavy weaponry at hand, as attacking them with anything weaker than the Mk.60 MOD 0 or DSG-1 is a near pointless task. They require five grenades from the L-TAG or two C4s to bring down on any difficulty. Two C4s will kill the heavy on any difficulty if they are close enough to him. A heavy will not notice you sneaking behind him, and sticking a couple C4's directly onto him.

Experimental weapons are also effective against them, but do note that X-43 MIKE's short range can get the player in trouble if he or she isn't careful. HMG can also be very cost-effective if players concentrate the fire on its head section, and at the gap between the head armour and torso. K-Volt electrostatic rounds will also temporarily paralyze him. In "soldier" difficulty, a player can kill a Devastator in a head-on shooting with less than 50 HMG rounds if Armor mode and crouching is used for better accuracy and bullets fired in a 2-round short burst manner while aiming down toward their mask/jelly. Heavies cannot be stealth-killed. Five regular grenades and a direct hit with an underbarrel grenade launcher will kill a heavy on any difficulty if the five regular grenades detonate within 3-5 meters of him. In some cases, it is best to avoid them using cloak and passing them by. However, they give 500 Nano Catalyst.

Their armored mask can be knocked out by precision small-arms fire, leaving the jelly-like organism exposed. A few more rounds on that spot will stagger the Devastator, making the killing blow much easier. This is very helpful if the player doesn't have heavy weapons at hand. Their launcher can also be destroyed, making them easier targets.

If taking a stealthy approach to killing Ceph with a Heavy nearby, one should be aware that if alerted to the player's presence, the Heavy will most likely resort to firing its launcher at the player's approximate whereabouts even when using the Stealth Mode, so having some cover at hand is highly recommended. If you can get close to them via stealth, you can use a single MARSHAL shot to take out their mask, followed by another 1-2 on the exposed jelly to kill them.

Ceph Commander
WEAPONS:
Plasma SMG (Ceph Stalker Commanders)
Plasma rifle in DMR form (Ceph Grunt Commanders)

FEATURES:
Energy Shield

The Ceph Command Units, appear in two variants known as "Grunt Commanders" and "Stalker Commanders" are elite Ceph warriors that supposedly act as field officers for lower-ranking Ceph. They only appear in Crysis 2. Ceph Commanders drop 300 Nano Catalyst upon death. Grunt and Stalker Commanders usually lead squads of 2-5 Ceph Grunt and Stalker Units.

Description

Grunt Commanders and Stalker Commanders are about as tall as Grunts and Stalkers, measuring at least 8 feet tall. Their exoskeletons resemble those worn by Guardian Units, but are colored much darker and a bit slimmer. Commanders also wear helmets that have two red-colored panels on each side of the face rather than the multiple "eyes" of other Ceph units.

Another notable difference that the Commanders have compared to their minions, aside from their equipment, is that the jelly-like "flesh" of the Commanders is crimson colored instead of pink.

When they activate their energy shield, Grunt and Stalker Commander armor is instantly covered in a constantly-moving reddish body-shielding. This shielding can withstand 12-15 hollow-point rounds. Before going down the shields recharge in approximately 5 or less seconds. The Commanders are harder to deal with as they are stronger than their "minion" counterparts in every aspect by some margin. You cannot Stealth-kill them when the sheild is activated.
Combat Strategy

When Grunt and Stalker Commanders are shot, they usually activate their armor shield, making them highly-resistant to ballistic damage; this renders a bullet-fueled attack useless until the shield lowers. Fortunately, explosive and martial-based attacks are unaffected. Either grabbing or power-punching can solve your Commander problem. On the other hand, stealth kills can instantly kill a Commander - - stealth kill is not possible once they turn their shield on. Take heed, Commanders are always found with at least one or two lackeys, so keep your eyes open for more Ceph.

They have much the same weak points as normal Ceph, however, it is more armoured.
Trivia

Grunt and Stalker Commander flesh are crimson-red unlike the pink jelly of Grunts and Stalkers .This could denote some biological superiority over the two.

Ceph stalker commander

WEAPONS:
Melee Claws
Cryo Assault weapon
FEATURES:
Shield
High mobility and agility

The Ceph Assault Command Units shortened to "Stalker Commanders", are Ceph warriors that supposedly act as field officers for lower-ranking Ceph. They only appear in Crysis 2. They drop 300 Nano Catalyst upon death.

Ceph Stalker Commanders are one of the two different kinds of Commanders, the other one being the Ceph Grunt Commanders.

Description

Stalker Commanders are about as tall as Stalkers, measuring at least 6 feet tall. Their exoskeletons resemble those worn by Guardian Units, but are colored much darker and are slimmer. Commanders also wear helmets that have two red-colored panels on each side of the face rather than the multiple "eyes" of other Ceph units.

Another notable difference that the Commanders have compared to their minions, aside from their equipment, is that the jelly-like "flesh" of the Commanders is crimson red instead of pink. In addition, when they activate their energy shield, their unique Assault Commander armor is instantly covered in a constantly-moving reddish body-shielding.
Combat Strategy

When Stalker Commanders are shot, they usually activate their armor shield, making them highly-resistant to ballistic damage; this renders a bullet-fueled attack useless until the shield lowers. Fortunately, explosive and melee-based attacks are unaffected. Either grabbing or power-punching can easily kill a Stalker Commander.

On the other hand, stealth kills can instantly kill a Commander--however, a stealth kill is not possible once they turn their shield on. Commanders are always found with at least one or two lackeys, so players should keep their eyes open for more Ceph.

Ceph Pinger

WEAPONS:
Frontal energy autocannons
Timed EMP Grenade launcher
FEATURES:
EMP "ping"
Frontal EMP blast

Ceph Armored Assault Units, also known as "Pingers", are large Ceph tripod, automated machines in Crysis 2 and Crysis 3. They act as the level bosses and are incredibly tough and highly damaging.

Description

The Pinger appears as a huge, heavily-armored tripod combat walker, roughly 18 feet in height. Its large triangular head has two tubes on each side of its head and two guns mounted under the chin. The two digitigrade-built forelegs act as the Pinger's locomotion while the third rear leg acts as a stabilizer when stationary. Each leg has three talon-like toes.

The Pinger's armor plating is colored grayish-silver with black tubing and details. The "eyes" and rear-mounted power core glow bright red.
Specification

The Pinger is a powerful and terrifying war machine.

Its EMP "ping" has the power to shatter Hargreave-Rasch building's glass that previously held millions of tons of water, and objects such as furniture, wooden boxes and cars, or even a fishing ship. It can withstand armor-piercing bullets that hit it from either side. Its "ping" can kill or damage any life form within 50 meters.

Its armor allows it to easily withstand HMGs, and 4 charged hits from its plasma cannon are enough to take down Alcatraz. Multiple C4s and the collapse of a 3-story tall building doesn't damage it. Even after an hour of constant run-and-hit attacks from an entire division of Marines, only a JAW could bring it down. It can use high-frequency click bursts or "Echolocation" to detect devisible targets.
Crysis 2

Their name was first briefly mentioned in the trailer "The Wall" when a missing poster is shown of James Thomasson. There is a post-it reading "Last seen at Central Park. Pinger Attack." They were first shown in a teaser trailer for E3 2010. In a gameplay video for Crysis 2 at E3 2010, a Pinger was fought against and later shown in a cinematic.

After Alcatraz joins the Marines fighting the Ceph in Midtown, a Marine can be heard shouting to his squadmates to block their ears to stop the noise. This is assumed to be a Pinger, although it cannot be seen, due to Alcatraz's position in the sewer. Pingers appear in "Corporate Collapse", "Terminus ", "Power Out", and "Out of the Ashes", though only the first three can be fought directly; the fourth appears during the vehicle-riding sequence, where it can be destroyed with the IFV turret. Once destroyed, a single Pinger leaves behind 2,000 Nano Catalyst.
Crysis 3

Following the events of Crysis 2, Pingers are deactivated and left abandoned in the New York ruins and overgrown until their reactivation by the Alpha Ceph.

A deactivated Pinger can be found in Safeties Off and can be used against Ceph Scorchers in the area. It will then proceed to explode soon after.

A few can be seen in later levels and are somewhat uncommon. However the player will have some highly explosive weaponry against them laying around near one (usually an APC, JAW missile Launchers or C4).

The last Pinger to appear in-game is in Gods and Monsters near the secondary objective that contains an APC (though not drivable, its mounted gun can still be fired), some bots that can be hacked and the rare X-43 MIKE.
Combat Strategy

Crysis 2

The Pinger is armed with the same energy-based chaingun utilized by the Ceph Gunship, as well as an EMP projector and a cannon similar to that of a Ceph Devastator. The shrieking-like noise it makes during normal operation and when firing its EMP is implied to cause large amounts of hearing discomfort or even pain, and is inferred to be the source of the name "Pinger."

The Pinger periodically fires EMP-based blasts that will completely drain the player's suit energy if close enough, and has the capability to know their position even when cloaked. If the player does cloak, the Pinger will stop shooting at the player, but will instead stop its patrol and start to fire EMP blasts at a more frequent rate. It also will look directly at the player, somehow knowing where he/she is, but will never fire its main gun. If the player goes behind cover, even while cloaked, it will fire an energy blast with a timed explosion behind their cover, and will continue firing them until it successfully flushes the player out.

Even though the Pinger's armor is thick, it can still be hurt. Its most vulnerable part of their body is the generator, which is identified as a glowing red object and damaging it allows for increased damage. Some weapons are more effective than others against the Pinger. The MK60 Mod 0 should be the player's staple weapon against one, but a weapon with the Gauss attachment also works; JAW's and packs of C4 (usually at least four) - if available - should be used against the generator. Though it takes some skill, an L-TAG can prove just as deadly as the JAW. Experienced players can also use grenades. Hold grenade until screen shows "arm loss immediate". Then throw the grenade and wait. However a jackal is an incredibly fast way to take it down

Trivia

Strangely,a Fully-Loaded Jackal can kill a Pinger quickly,probably because the Jackal fires 12-gauge shells which pellets are equal to 384 in quick succession.
In a pre-release TV commercial for Crysis 2, the Pinger is notably missing its third stabalizing leg it had in the final game. Also, the Pinger's red areas were more orange.
Pingers can use echolocation to locate targets, revealed by Alcatraz in Crysis: Legion.
The first Pinger the player faces in the end of the mission "Corporate Collapse" is named "MrPingy" in the Sandbox.
Pingers are able to move around underwater much like the Ceph Gunship and the Warrior.
In the Crysis 3 Crash Site multiplayer mode, players are able to go into the Pinger and use it as a vehicle.
Pingers' shape and weaponry may be a reference to The War of the Worlds Tripods, given the energy based weaponry and the tripodal shape. In game radio actually has a witness mention the Martian Tripods.(Unconfirmed)

Ceph Guardian units

WEAPONS:
Melee
Cryo assault rifles

FEATURES:
Cloak
Highly armored exoskeleton
Highly agile

The Advanced Ceph Assault Units, or otherwise known as "Guardians" are the most powerful of on-foot Ceph units in Crysis 2. They appear to be the original Ceph -- much like the ones at Tunguska -- as they possess the ability to cloak, which is not present in other Ceph warriors.

Guardian Units drop 5,000 Nano Catalyst upon death (Crysis 2 only).

Description

Guardian Units wear silvery-metallic armor that appears to be a cross between that of a Ceph Stalker and a Ceph Grunt but they also wear special helmets like the ones used by the Ceph Commander. The helmet's visor changes color depending on the situation - - white when passive, red when fighting. Like Ceph Stalkers, a Guardian Unit's tentacles protrude from their exposed area. However, their tentacles are colored black instead of pink or red.

In combat, Guardian Units act like extremely powerful versions of the Ceph Stalker; they share both fighting tactics and overall design. But their health is on par with the Ceph Devastator, though incapable of surviving a direct hit from the JAW on Soldier difficulty.
Combat Strategy

Due to their dangerous stealth ability and high health, the most effective weapons against Guardian Units are the Grendel (if used correctly), the HMG, C4, JAW, DSG-1, X-43 MIKE, and the M2014 Gauss. The K-Volt can paralyze them, and is found on their part of Central Park, allowing the player to easily melee them or get a few headshots. Cloak Tracker will also reveal their position.

The K-Volt is the easiest to use against them, since one can be picked up before encountering them. The player only has to hit them with a few rounds and melee them until they are down and the player gets their Nano-Catalyst. If one cloaks, the player can simply hit it again. The player only has to be careful not to get swarmed by all of them. It is best to just camp at the entrance, wait for them to come and kill them one by one. This works good on the highest difficulty (Post-Human Warrior).

Since they are dangerous even on Easy difficulty, stealth kills and grabs are very useful. The best thing to do is to enter Stealth Mode just before you face them and then mark them with the visor. However, it may be they can see through your cloak better than average grunts.

Another tactic is simply taking them out one by one with stealth kills. If they see you, just hide and wait until they stop looking for you. Repeat this process until all of them are dead. Never engage them head-on all at once. All four of them attacking you at once will kill you almost instantly. Take them down one at a time.

One of the most astonishing techniques that can even take down multiple Guardians in a single hit is utilizing the Taxi. There's a Taxi in the corresponding arena that can be power-kicked. The player may lure them to the path by utilizing the Cloak mode. Hitting Guardians with a power-kicked Taxi instantly annihilates them. The tunnel that you go through cannot be traversed back again, but can be hid in.
Appearance in Crysis 2

Even though the Ceph Guardian Units serve as the "endgame boss", they appear several times before they're actually fought, as early as "Gate Keepers"; a single Guardian Unit investigates the tomb at the end of the level. The Unit notices Alcatraz and flees. Another one appears the mission "Seat of Power" where two are seen, one walking on a destroyed bridge, the other standing on a flaming bus, but both only flee as well. In "Train to Catch" several Guardian Units can be seen when Alcatraz enters the library right before he has to walk through the fire, these too cloak and run away again.

The Guardian Units are finally seen and fought in "A Walk in the Park" where four of them serve as the boss encounter of the level. Alcatraz must kill all of them to gain access to the Central Spore Regulator.

In Train to Catch, the player can sometimes get the Guardians to hold still and uncloaked by freezing as soon as they are seen. They will still be invincible, however.

Ceph Gunship
Ceph gunships (or Alien gunships) are small armed Ceph aircraft that are slightly larger than human helicopters.

Crysis 2

In Crysis 2, The Ceph Gunship will function like a helicopter for the Ceph later in the game. The gunship can be seen hauling materiel for ceph. These hauler version can be recognized by additional "tail" with multiple cylinder attached to it. The "tail" can be detached for a better maneuverability.
Tactics

Gunships have very strong armor and are best shot down with an HMG, a JAW, or with several salvoes from the Swarmer. Its armament consists of a very powerful plasma chaingun and a launch system that can fire multiple energy projectiles, similar to the Swarmer in both function and effect. Though they are nearly impossible to circle around, the Gunship has the same glowing-red weak point on their back as Pingers. Player is advised to have protection area which offer cover from top attack in engaging the gunship.

It appears that the gunships can "fly" underwater as seen in the first mission, the gunship came from the water, throwing Alcatraz into the air.
It's the second Ceph vehicle that can go underwater, first one being the Warrior.
This Ceph vehicle as seen in the Story Trailer, is capable of firing many projectiles, possibly rockets at a rapid rate. The projectiles could home in on a target without missing. The projectiles blow up and cause a large electrical blast

Ceph Dropship

Ceph Dropships are medium sized aircrafts appearing in Crysis 2.

Dropships are capable of transporting six Ceph Pods. Only two dropships are shot down during the game. One is shot down by C.E.L.L. helicopters in Sudden Impact and another is shot down by a SAM turret in Train to Catch. Whenever the player comes in contact with a dropship, they drop only four of the six pods, and the Ceph units that are released from the pods vary between Stalkers, Grunts, and Grunt Commanders.

There are two types of dropships:
The normal ones that appear very commonly in the game
The bigger ones that are encountered in Dark Heart and crashing in Sudden Impact
Contrary to popular belief, it is possible to shoot down a Dropship: in Out of the Ashes, when the player gets to operate the armored vehicle, he or she can shoot down the Dropships that are flying overhead with missiles, but it requires precise aiming and timing.

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