Crysis Wiki

Welcome to the Crysis Wiki. Log in and join the community!

READ MORE

Crysis Wiki

Support Bonuses are a new feature implemented in Crysis 2 and Crysis 3 multiplayer that offers killstreak rewards. When the player kills an enemy, the enemy in question will drop a dog tag on the ground that will shine a greenish-white color exclusively for the player that killed them. Once collected, a dog tag counter displaying the number of dog tags the player has in their possession will appear on-screen (with a minimum of 3 dog tags required for the most basic support bonus). Once the required number of dog tags have been collected, the player will have subsequent access to map-specific killstreak rewards. Dog tags cannot be shared or picked up by other players whether friendly or enemy, and upon death, any dog tag within the player's possession will be lost and the player's dog tag count will reset back to 0 and they will need to start over again; however dog tags that have not been collected will remain on the ground until picked up even after a death. Players fitted with the Retriever Power Module on their Nanosuits will automatically collect dog tags upon killing an enemy without having to physically run over and retrieve it manually at just Level I. Upon upgrading Retriever to Level II, all Support Bonuses will require one less dog tag in order to gain access to them. Support Bonuses will also last longer if Retriever is upgraded to Level III. Already earned Support Bonuses that have not been used can be stored for later use after a death in both games. In Crysis 2, Support Bonuses do not cycle, so once the final map-specific support bonus has been activated, Support Bonuses are no longer personally available to the player until they die. This can be useful (so long as the player isn't using Retriever) as killing an enemy will still drop their dog tag and as such can be used to drop enough of them throughout the map to be collected later after a death. Support Bonuses however, DO cycle in Crysis 3.

Support Bonuses[]

  • Maximum Radar - A satellite links up with the player's Nanosuit and overclocks the player's and other friendlies' radars and continuously scans the entire map and highlights enemy players' positions on the minimap on the bottom left corner of the screen for 30 seconds (longer with Retriever Level III). Cannot be stacked.
  • Radar Jammer - Counter or anti-Maximum Radar. Disrupts enemy radars and effectively negates active Maximum Radars. Players using the Level II upgrade of the Jammer Nanosuit Stealth Module are immune to this support bonus. Lasts 30 seconds (longer with Retriever Level III). Cannot be stacked.
  • Orbital Strike - An orbital satellite that fires off a highly concentrated burst of gamma energy in the form of a high powered laser beam onto it's designated target. Multiple can be active. Will travel a longer distance if Retriever Level III is active.
  • Ceph Airstrike - Summons a Ceph Gunship that circles the entire map and unleashes a barrage of lasers and missiles at enemy players. Can be destroyed via the HMG, the JAW missile launcher, the Gauss rifle attachment, a Swarmer, or the Orbital Strike support bonus. Pingers and other retrievable Ceph weapons can also be used in Crysis 3 to deal with this support bonus effectively. Only one at a time can be active. Will stay in battle longer if Retriever Level III is active.
  • Maximum Nanosuit - Overcharges the player's Nanosuit temporarily and boosts defenses up to 60% allowing the player to absorb incoming damage from enemies more effectively than just normal Maximum Armor mode's 35% for a limited time. All Nanosuit energy is maxed out at 100% with no limit during the duration of the support bonus, but can still be disrupted via a Nanosuit Disruptor or an EMP Blast called in by enemy players. More than one player can overclock their systems given they have enough dog tags. Will last longer with Retriever Level III active.
  • Nanosuit Disruptor - An EMP capsule that the player can plant in a desired location on the map which will emit EMP waves that disrupts and disables enemy nanosuits within it's radius. Can be destroyed by enemy gunfire. Only one at a time can be active. Will last longer with Retriever Level III active.
  • EMP Blast - An electromagnetic pulse that disables all enemy support bonuses (except the Nanosuit Disruptor and Swarmer), nanosuits, and other electronics for a short period of time (that time is extended if the player who calls it has Retriever Level III active), although it cannot stop an Orbital Strike that's already active. Is effective throughout the entire map. Cannot be stacked.
  • Swarmer - Gives the player access to the Swarmer missile launcher to manually use. Multiple can be active. More ammunition available if Retriever Level III is active.