CryNet Nanosuit 2

## Nanosuit modes

### Core

* **Armor**: Energy is diverted to tightening of the suit's outer weave, increasing density and thus enabling deflection of oncoming high-speed projectiles; blunt trauma and high-energy emissions are also absorbed. This depletes the suits' power rather than the wearers' health. It should be noted that due to the suits' increased bulk, footsteps are louder and the wearers' stealth properties are significantly reduced if operating on certain terrains, such as concrete or brick. A prominent glow will flow through the suits' fibers as it channels power-dampening energy. If the player were to look closely enough while armored, they
* **Stealth**: The suits' surface dynamically scans the surrounding area and modifies its skin color to match in real-time, cloaking the player in addition to trapping most vibrations (sound) produced by movement. Note that firing a shot from an unsuppressed firearm while cloaked will fully deplete the suits' energy reserve while doing so with a suppressed firearm will minimize power consumption but while still disrupting the system. As such, it is strongly advised to shoot for a targets' weak spot while cloaked and remaining hidden to reduce overall chances of detection. The suit will also temporarily deactivate the field if the player strikes an enemy, picks up an item/enemy, or performs a Stealth kill (afterward, it automatically resumes). A closer look reveals a spectrum caused by the formation of light-refracting nanocrystals, as seen in the "Second Chance" opening. Furthermore and unlike Armor, the reload animation for most firearms in Stealth are quiet.
* **Power:** This passive mode activates only when needed and is a combination of Speed and Strength from the previous Nanosuit, although it performs better than the two. The mechanism by which it operates is similar to the previous iteration of the suit; injection of nanobots and strength enhancing narcotics into the wearers' bodies. It triggers and consumes energy when performing fast actions such as a "power jump," "power sprint," or "power slide," moving an incredibly vast and cumbersome object, or crashing down on a surface or enemy with titanic force (known as an "air stomp"). If the player picks up an object, they can also hold down the 'attack' button to throw it with increased force, causing more damage. Apparently, in the Nanosuit 2, Power mode is active even when the player picks up an enemy or chooses to hold their breath when aiming a weapon,

### Accessory

* **Visor**: This mode replaces the tactical binoculars from the first game and integrates it with all the action. It allows for efficient streaming of vast amounts of battlefield information. The wearer can pick out items of importance, such as corpses, weapons, ammo, conduits, consoles, real points and the like, and scan them for details, as well as 'tag' enemies to track them as they traverse the environment. This mode also filters out ambient noises and enhances sensory perception, so that the wearer may easily pick up on conversations occurring in the vicinity.
* **Nanovision**: By using energy at approximately the same rate as when cloaked and standing still, this effectively works as both Thermal and Night vision. When activated, everything turns greyscale, save for heat sources, which turn the same color they would with the standard thermal image (including Ceph). It also emulates night vision by evening out the visual highs and lows to make everything a uniform brightness. This is significantly improved over N1's night vision, as it is no longer "washed out" by bright lights.

### Non-modal functions

* **Defibrillator**: This is a feature that can be activated to revive the user on The Nanosuit when the user enters cardiac arrest. If a user takes too much damage as in the case of Alcatraz, the Nanosuit can heal (grow into the wounds), yet it cannot restart the heart which is the defibrillator's function. In Crysis 2, the defibrillator can only be used when a scripted in-game prompt allows the player to do so, and cannot be used during regular play.
* **Rebreather**: This is a function automatically activated by the suit when it is submerged in water (Or when oxygen is otherwise unavailable). The rebreather provides the wearer with breathable oxygen. It is capable of recycling exhaled carbon dioxide back into oxygen, and can also utilize the process of hydrolysis to break apart water molecules into hydrogen and oxygen, use the hydrogen to help power the suit and to give the oxygen to the wearer to be inhaled. This process allows the user to stay underwater indefinitely (as long as the user wants to remain underwater).
* **Thrusters**: The Nanosuit 2.0 possesses thrusters, allowing for movement in zero-gravity environments, as well as easier movement underwater.