Crysis 2 Maximum Edition Guide

TF2 Classes in Crysis 2 for Crysis 2 Maximum Edition

TF2 Classes in Crysis 2

Overview

This is a guide on how to make TF2 classes in Crysis 2. I will assume that you have every perk unlocked and fully upgraded and that you have all weapons and attachments.

Intro

Hello, everyone, Gin here. I will guide you through making Team Fortress 2 classes in Crysis 2. Note that this isn’t based on balance, but on visual appearances from TF2 stock loadouts.

Part 1: Scout

First off, we have the Scout.

Primary: Jackal+Extended Mag+Reflex Sight

Secondary: M12 Nova+Silencer+Extended Mag+Laser Sight

Explosive: Flashbang(Similar to the Team Fortress Classic Scout’s Concussion Grenade.)

Suit Upgrades:

1: Armor Enhance
2: Stealth Enhance
3: Mobility Enhance

Part 2: Soldier

This is a bit of a sticky situation, as the Soldier can’t have a rocket launcher as his primary. I went with something more like a normal soldier in Crysis 2.

Primary: Marshall

Secondary: Hammer

Explosive: JAW Launcher

Suit Modules:

1: Nano Recharge
2: Tracker
3: Side Pack(MOAR ROCKETS!)

Part 3: Pyro

This is fairly obvious.

Primary: X-43 MIKE

Secondary: Marshall/Hammer

Explosive: M17 Frag

Suit Modules:

1: Energy Transfer
2: Stealth Enhance
3: Rapid Fire Pro/Loadout Pro(Flamethrower’s fire rate vs. Shotgun secondary)

Part 4: Demoman

Everyone’s favorite drunken Scotsman gets the typical and non-typical.

Primary: L-TAG

Secondary: M12 Nova

Explosive: C4(Demoman had the equivalent in at least QTF, if not TFC)

Suit Modules:

1: Armor Enhance
2: Cloak Tracker
3: Side Pack

Part 5: Heavy

Here we go, heavy weapons. Pretty expected.

Primary: MK60 Mod 0

Secondary: Marshall

Explosive: M17 Frag

Suit Modules:

1: Armor Enhance
2: Stealth Enhance
3: Loadout Pro

Part 6: Engineer

This is a sticky situation, as Crysis 2 doesn’t allow for building stuff. Nevertheless, here are the weapons.

Primary: Marshall

Secondary: M12 Nova

Explosive: C4 (Close enough to building things and then blowing them up!)

Suit Modules:

1: Air Stomp
2: Cloak Tracker
3: Take your pick for power. I think Weapon Pro or Point Fire Enhance, personally.

Part 7: Medic

Another sticky situation, as there is nothing like the Medic’s stuff in Crysis 2. But here.

Primary: Feline SMG or K-Volt

Secondary: Hammer

Grenade: Flashbang

Suit Modules:

1: Nano Recharge
2: Stealth Enhance
3: Again your choice, I think either Retriever or Mobility Enhance is good.

Part 8: Sniper

And finally, this loadout was easy to make.

Primary: DSG-1/XM2014 Gauss, your pick.

Secondary: AY69+Extended Mag

Grenade: Really up to you. Flashbang, maybe? Or smoke, if you have Maximum Edition(you probably do)

Suit Modules:

1: Nano Recharge
2: Tracker/Cloak Tracker
3: Retriever

Part 9: Spy

This was easy compared to Engie and Medic.

Primary: K-VOLT(Like the Spy’s tranquilizer gun from Team Fortress Classic)

Secondary: Majestic

Grenade: M18 Smoke(for Maximum Edition owners)/Flashbang(For normal owners)

Suit Modules:

1: Proximity Alarm
2: Stealth Enhance
3: Weapon Pro

Final Thoughts

I based these loadouts not on experience, but on theory, so make them work your way. Also, attachments are really up to you. The ones listed are just suggestions. Like please, I’ll do versions of this for other games if you do.
Also, these loadouts aren’t meant to be serious loadouts, they’re meant to be fun.

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