Conduit 2 Loadout Guide This is my very first FAQ. I noticed that Conduit 2 doesn't have any FAQs on the loadouts that people have been giving on the forums so I decided to make a FAQ and compile loadouts people have sent me to help the community play this underrated game to its fullest. Email me at adamjo127@yahoo.com, private message me on GameFaqs (JaxxRaxor) or post in http://www.gamefaqs.com/boards/991817-conduit-2/59784886 if you have any questions or concerns, or if you want to send me new loadouts. Version 1.0 07/15/2011: First version of FAQ. Weapon descriptions and First batch of loadouts. Version 1.1 07/20/2911: Added description to Basic Shrieker loadout. Added Energy Shrieker loadout. New Gamefaqs thread for submitting loadouts. Added copyright description. Contents: I will give a brief description of each weapon here. Then I will give descriptions of loadouts, going by Primary weapons in this order. Find what you want by number. So ctrl+f and then put 25) in the find box if your looking for Strike Rifle Loadouts. A) Primary Weapons 1) SCAR 2) SPAS 12 3) SMAW 4) Strike Rifle 5) Hive Cannon 6) Shrieker 7) TPC Launcher 8) Carbonizer Mk16 9) Aegis Device 10) AR-C Eclipse 11) Phase Rifle 12) Windowmaker Turret 13) Dark Star B) Secondary Weapons 14) USP45 15) MP5KA4 16) Deatomizer Mk4 17) Warp Pistol 18) HVS45 C) Grenades 19) Fragmentation Grenade 20) Flash Grenade 21) Radiation Grenade D) Upgrades (to be added later) E) Loadouts (The meat of the Guide) I will make a name for each loadout, with an exception of a few loadouts that already have a name that I will put in parenthesis. 22) SCAR Loadouts 23) SPAS 12 Loadouts 24) SMAW Loadouts 25) Strike Rifle Loadouts 26) Hive Cannon Loadouts 27) Shrieker Loadouts 28) TCP Launcher Loadouts 29) Carbonizer Mk 16 Loadouts 30) Aegis Device Loadouts 31) AR-C Eclipse Loadouts 32) Phase Rifle Loadouts 33) Windowmaker Turret Loadouts 34) Dark Star Loadouts A) Primary Weapons 1) SCAR The jack of all trades weapon. On the hip it has automatic fire for close up encounters (probably pull the trigger button in one second intervals for better accuracy at medium range) and with the scope you can do some decent long range weapons. If you are new to Conduit 2 (or to FPS games in general) this is the weapon to use. 2) SPAS The Shotgun of the game. Close range monster, use this weapon if you want to get in close and personal. Has ok damage at medium range, but you do little to no damage long range. The secondary function is a scope that makes it easier to do medium range shots I believe. 3) SMAW The rocket launcher of the game and the most powerful of the three main explosive weapons. Does massive damage (usually a one hit KO with a direct hit and a lot of splash damage). You have low ammo when you start and only one rocket clip so one shot and you have to reload slowly... Pretty good at medium range and some long range application with the scope. Remember that players can dodge the rocket at long ranges so try to aim for splash damage rather than direct hits (like at the feet or on a wall near the opponent for example. 4) Strike Rifle A pretty decent weapon, similar to SCAR in terms of overall usefulness, but this weapon is a bit more specialized towards long range engagement. Medium to Long range is how you should use the Strike Rifle, but it works decently at close range too, especially if you aim for the head. You can charge it up for a more powerful shot and the secondary function is a nice scope for sniping. 5) Hive Cannon A rather beastly looking weapon. I believe that the ballistics part of damage comes from the bees hitting your opponent directly, while explosion damage is from hitting walls and the environment. This weapon has a massive 100 clip so you take out multiple opponents with one clip. Secondary function lets you attach a homing honey that will make the bees shoot towards it. You can launch it on walls, ceilings, or even other players, so it's pretty deadly in the right hands. Close to medium range is the best way to use this weapon, as the bees seem to disperse at long range. 6) Shrieker The Drudge explosion weapon. I believe it does the less damage out of the main 3 explosion weapons, but the primary function has a tracking feature that lets the exploding ball of biomass track your target reticule. Secondary function lets you fire faster but the balls won't track. A pretty cool weapon. You can use this at medium to long range. Best long range explosive weapon in my opinion. 7) TCP Launcher The grenade launcher of the game. Pretty powerful, I think it's the medium in terms of the main explosive weapons. Primary function shoots out grenades. The secondary function lets you lay the grenades as land mines of a sort. You can lay them and if an enemy gets to close they explode. Pretty fun. Medium range is the best as the grenades don't travel very far. 8) Carbonizer Mk16 A sweet weapon. This heavy weapon is kind of like the minigun of Conduit 2, but better. You get to fire a blue laser and cook your enemies! It is good at for close, medium and long range pretty equally. On the downside, this weapon slows you down quite a bit. Primary fire takes about 4 seconds to wind up before you can fire the beam. The secondary function spins the barrel so you can fire the laser immediately, but you move even more slowly while doing so. 9) Aegis Device A rather unusual weapon. This weapon allows you to fire weak bolts of energy, but the main use is through the charged shot. When charged you create a shield which gathers up bullets, energy shots, and grenades and holds them. When you release the shot, it releases the ammunition you got hold up, and you can fire them back your opponents! A pretty nice defensive weapon. This weapon has no secondary function, but unlimited ammo. 10) AR-C Eclipse A rather interesting weapon. The secondary function is a scope. You can fire energy bolts with quick presses of the trigger. But if you hold it down, you can cloak yourself, which is pretty handy for escaping your enemies or trying to sneak up and backstab them. The ammo is unlimited but relies on a temperature monitor. Shooting the weapon heats it up, cloaking cools it down. Do too much and the weapon will either overheat or freeze up, leading to a pretty lengthy (about 4 seconds) reload like animation. An advanced weapon but deadly in the right hands. Good at about any range but the shots are rather weak. The cloaking is the main use of this weapon. 11) Phase Rifle The dedicated sniper rifle of Conduit 2. You can shoot through walls! The secondary function is a scope that lets you see your opponents through walls. If they are behind cover it will take a few seconds to "tune" until you can see them clearly and can shoot them. Players who are being tuned into get a warning on their screen unless you have the Phase Rifle Tuning upgrade. This weapon is very powerful, being able to kill an enemy in one hit anywhere on their body if you have the Phase Rifle Specialization upgrade. However the clip is only 3 shots, and you scope out every time you fire the weapon so be careful with your shots! Long Range is the obvious way you use this weapon but its works pretty well at extreme close up ranges with a shot from the hit. Just don't rely on that too much. 12) Windowmaker Turret An interesting weapon. Essentially a sentry gun that you can control. It has unlimited ammo, but what you do is basically put it down in a spot and then you get a controller. You are alerted when an enemy is near and you then press the fire button for the weapon to autotrack and fire at the enemy or you can use the scope and take direct control of the turret to mow down your enemies. In scope mode the gun overheats if you fire for too long. If you get the Windowmaker Turret Specialization upgrade you can have the weapon fire on your enemies automatically. Effective range is about medium range, when the gun will autotrack enemies. This weapon is good in team objective games or if you find a nice place to camp and kill. Good skill with a secondary weapon is required. 13) Dark Star The most unusual weapon in Conduit 2. The primary fire is weak, but the main strength is in the secondary fire. If you hit a opponent with the primary fire they get "tagged" and take damage over time. If that opponent dies (you can use another weapon or they can just be killed by someone else) you get a level on the secondary fire of the Dark Star. You can do this up to 3 levels. The secondary fire lets you fire a red ball that turns into a black hole and sucks up your enemies and instakills them. Be careful, you can get sucked in too if your too close! More levels equals a more powerful black hole. This weapon is hard to use as you need to switch weapons a lot but its quite fun and much different from other ways of playing Conduit 2 if you master it. B) Secondary Weapons 14) USP45 The "jack of all trades" secondary weapon. It has low damage, but you can get head shots with it and it has a nice rate of fire and fast reload times. You can aim down it as a secondary to scope, but it takes a lot of skill to take out enemies at long range. This weapon is good for all ranges, especially close and medium range. A good weapon to use if you run out of your clip on your secondary and you need to finish your opponent of fast. 15) MP5KA4 A submachine gun. High rate of fire, but accuracy goes down beyond medium range. You can use the iron sights (secondary function) to aid taking down enemies at medium range, but close range is the best way to use this weapon. Compliments well with long range primary weapons that are ballistic (like Phase Rifle). 16) Deatomizer Mk4 A pretty interesting secondary weapon. This Trust weapon's primary function is semi-automatic but you want to charge up the shot, so you get a to fire off a bolo of energy that will do massive damage if it touches an enemy. Secondary function turns the gun to automatic so you quickly fire bolts of energy. Good for complimenting energy based weapons as an offhand or if you find some interesting strategies with the primary fire charge shot. Medium to closer range is your best bet with this weapon. 17) Warp Pistol A powerful Drudge pistol. Has no secondary function. The shots of this weapon can bounce. If you shoot the energy can bounce off walls, floors, and ceilings. A single shot is weak but you can charge the shot to release a "shotgun" effect of about 5 or 6 shots at once. Good at close range, but drops in effectiveness later on. You want to use to compliment your long range weapons, the Strike Rifle being a prime choice. 18) HVS45 A heavily modified UPS45. This weapon is considered by many top Conduit 2 players to be the best secondary weapon overall. It fires (at a slow rate) high powered shots which can get near one shot kills if it hits the head. Takes a lot of skill to use as you want to use the scope to get as many head shots as you can. Good at medium to long range, the hip fire is pretty inaccurate so you basically need to use the scope (a red dot sight). You want this weapon to compliment your close or medium range primary weapons. C) Grenades 19) Fragmentation Grenade A simple grenade. You throw it, it explodes after a few seconds, and it can bounce. Use it to flush out enemies or do some splash damage. It won't explode on contact. 20) Flash Grenade A flash grenade. You get 2 instead of 1 when you pick this grenade. Does no damage, but blinds and deafen your opponent so he or she can't see you. Radar gets screwed up in the grab bad modes as well. You can blind your opponent then back stab them, run way, or start firing in the crowd in the confusion. Quite useful despite lack of damage. 21) Radiation Grenade An interesting grenade. You throw it and it explodes on contact. But it explodes by releasing a constant ball of radiation on the point of contact for 4 seconds or so, doing damage to anyone near it. You can stick it to your enemies and it's basically an instakill for you. You can use it to block choke points, stick it on someone to make them die and take others with them, or even heal yourself if you have the Reverse Damage upgrade. Pretty fun grenade to use. D) Upgrades. Will be done at a later time. E) Loadouts. The meat of this guide. I will give a "name" to each loadout and show the weapons and upgrades used for each loadout. The format goes like this: Person who made Loadout: Name of Loadout Primary Weapon Secondary Weapon Grenade Primary Upgrade Secondary Upgrade A Secondary Upgrade B Secondary Upgrade C And a brief description of the loadout may be made below. If not by me then it will be in parenthesis. 22) SCAR Loadouts Thechosenwaffle: Basic SCAR Scar MP5AK4 Frags Ballistics Spec Stabilization Mending Ballistics Focus "This is the simplest build in the game, and you actually start the game off with the weapons and the special perk already unlocked, making it the easiest to complete. This is mainly a sniper build, but with a decent amount of mobility and mid-range power. Use your frag grenades to suppress and control the enemy and back them into an area where you can easily pick them off with your Scar from a safe range. Remember to crouch behind obstacles to quickly regenerate your HP in order to finish off an enemy before they can regenerate theirs. Switch to the MP5 when you get too close to be effective with the scar, and you have a very strong loadout on your hands." Thechosenwaffle: Basic Sniper SCAR Scar HVS45 Any Grenade Ballistics Spec Helmet Mending Light Armor "This is more of a sniper build, and allows you to take up a position on a map and defend it with a strong set of powerful, accurate weapons. If your skill improves to the point where running out of ammo before you die becomes a serious issue, consider switching Ballistics spec to Ammo Salvage, or Ammo Belt to increase your time, but be careful, as it makes it a bit harder to kill a target without the extra boost of damage. This build has a decent bit of survivability built in which allows you to survive a bit longer in order to pull off melee attacks if the enemy gets too close." Zetta_Slowpoke: SCAR Anti Plasma/Turret SCAR USP45/MP5KA4 Radiation grenades Stealth Bomb Bag Quickness Improved ballistics damage "This loadout is for countering Phase Rifle users and Widowmaker turret users. You will find a PR user in almost every match, and the Widowmaker is steadily becoming more popular every day. This loadout is also a good choice if you play the Grab Bag modes and want to stay off the radar. Anyway, pretty standard play here. You'll be fighting the same way you normally would with the SCAR, be it sniping or mid-range. If you get into a fight and run out of ammo on the SCAR, swap to the USP and pull off a few shots. You're given 2 rads, so make fragrant use of them. Use them to stick an evasive opponent, or use them as hazards to keep rushers away from you when you're sniping. The Improved Ballistics Damage is a pretty good boost in damage to the SCAR and your secondary. If you are afraid to use the SCAR without Ballistics Focus, don't be. It's just a huge overkill, and you could save that upgrade slot for a much better upgrade instead." Zetta_Slowpoke: SCAR Anti-Explosive SCAR Any Ballistics category secondary weapon Frag grenades Explosive Focus Bomb Bag/Stabilizer Mending Improved Ballistics Damage "This loadout is for countering any explosive user. The most common being SMAWs from what I've seen, but you'll also run into TPC users and Shriekers. The Hive Cannon also falls slightly into this category. Explosive Focus not only increases the blast radius of explosives, but it reduces the explosive damage you take. This is much better than going with Heavy Armor, which slows you down pretty bad. With bomb bag you can get the maximum use of your Explosive Focus, but run with Stabilizer if you are dealing with some pretty dangerous noob tubers to ensure you kill them when you begin firing. When you get hit by a rocket, you will not die in one hit, but you will be damaged pretty bad, so use mending to help get back into the fray faster before someone steals all of your precious kills. Improved ballistics again for the sweet damage boosts." Zetta_Slowpoke: SCAR Advanced Sniping SCAR HVS45 Radiation Grenades Ammo Salvage Helmet Blinding Powder/Quickness Light Armor "This loadout is purely for sniping. You may think the Phase Rifle is the only good sniper rifle out there, but it's just for getting into sniping. The SCAR is a much more efficient way of sniping, and can also display some mid- range power if you need it. Ammo salvage is to keep you fully stocked on Rads and ammo in general. Use rads whenever possible to get those that get too close. Also use them to build barriers between you and the enemy so you can pick them off scoped in. Being a sniper, you are going to be stuck in one place a lot, and when someone catches you still, they're going to shoot. Most likely at your face. That's why any good sniper should have helmet. It protects you from other snipers and headshots in general. It also affects your aim negatively, though, so try not to go crazy with the fully automatic fire on the SCAR. If you are comfortable with Blinding Powder's negative effect, bring it with this loadout to punish anyone that gets too close to you or catches you off-guard, because Helmet limits your close range firing. If you don't need Blinding Powder or just need an alternative, use Quickness. Quick reload when sniping with the SCAR can be extremely beneficial. Light Armor is so that you can survive a backstab and lob a rad at your assassin before you die." Zetta_Slowpoke: Reverse Healing SCAR SCAR USP45 Radiation Grenades Reverse Damage Bomb Bag Quickness Improved Ballistics Damage "The SCAR is the most versatile weapon in the game: Long range sniping, mid- range automatic firing, lightweight, and you can find one lying on the ground at every turn. Using the SCAR as your Primary weapon, you can use any Primary Upgrade to give you a unique job. Most people think, "No way bro, the SCAR without Ballistics Focus is worthless." Those people are completely wrong and you shouldn't listen to them. If you get past the Ballistics Focus barrier, you will open yourself up to different play styles. If all you want to do is run around with max ballistics damage and a SCAR, you may as well just go buy Call of Duty." "But enough ranting. This SCAR loadout focuses on making use of 3 radiation grenades. Don't think this is only useful for team games, because it is not. If you are caught in a jam and barely survive, throw down a rad for you (and your teammates if they are paying attention) and heal. Better yet, in the middle of a fight, throw a rad at your feet and start shooting with an endless supply of regenerating health. Maybe even stick someone, kill them, and use their sizzling corpse to keep your health up. Throw a rad on a teammate as he charges into battle; saving his life and potentially getting you kills if he runs into someone at low health. Run into a room and stick 3 people at once and run away. Throw one at a friend's turret to keep it active if it's being shot at. This loadout is so much fun to use. You will get many grenadier medals when using it, too." BulbasaurusRex: Near/Far SCAR SPAS 12 Whatever grenade type you prefer Armory Anything except Phase Rifle Penetration Quickness Improved Ballistics Damage "You can effectively handle targets at any range." 23) SPAS 12 Loadouts Thechosenwaffle: Speed Melee SPAS 12 HVS45 Flash Grenades Essence Salvage/Stealth Metal Legs Supercharger Improved Melee "This is the current speed build. I have tested (as this is MY personal play style) every possible melee build in this game and this is currently the most beneficial build I have seen in use. The play style is heavily reliant on quick, efficient kills from behind or from an unexpected angle. Using the Stealth perk is more beneficial in the Grab Bag modes than it is in the Hardcore modes, and I would only use stealth if you don't plan on playing Hardcore. For the Hardcore players, using Essence Salvage will net you the best experience, as winning a fight (which almost all kills will result in a fight) will put you at full health and ready for the next one. This is a very good objective build as well and can net you a LOT of experience for people attempting to level up quickly in the multiplayer environment, or for people trying to earn credits quickly." Thechosenwaffle: Cloaked Melee SPAS 12 ARC-Eclipse Armory Stabilizer Blinding Powder Improved Melee "Another viable melee build, this utilizes the ARC-Eclipse for movement, as opposed to sheer speed. Other than that, the concept remains the same. Use stealth to approach enemies from a favorable angle and get a single melee hit on them. At that point a follow up shot from the SPAS-12 or a few more melee hits to the blinded enemy will net you a nice shiny skull in the middle of your screen. Again, this build is good for capturing points, due to your ability to stealth whilst capturing the points." Thechosenwaffle: Shotgun Blastin! Spas 12 USP45 Frag Grenades Ballistics Spec Stabilization Supercharger Ballistics Focus "This is your standard SPAS build. I figured I'd throw a non melee focused one in here, even though if you are using the Spas-12, it is HIGHLY recommended that you make fragrant use of your fist, as it makes them bleed. Anyways, this is a relatively solid close ranged build that can be fatal with even mediocre accuracy due to the increases damage and lowered spread while moving. The supercharger is optional, but would be the best choice from that category if you have it unlocked, otherwise, stick with either field medicine (which benefits your whole team) or whatever the heck you want. XD" CHAINMAILLEKID: "Team Raider" SPAS 12 MP5KA4 Flashbang Grenades Essence Salvage Bomb Bag Blinding Powder Light Armor "The blinding powder is used passively (for when they try to melee you, you never melee them) and could probably be interchanged with supercharger. Basically the tactic is with this, is you use it to wipe out a group of people ( no matter how large ) who are standing close enough together to all be blinded by a few flashbangs." 24) SMAW Loadouts donkeypunch1116: Basic RPGing SMAW USP45 Explosive focus, or stealth (depending on if the whole match is stealthers) Metal legs Supercharger Ballistic damage "Basically, the usp is the primary weapon in this class, as it just rips through people. The smaw is really only used for crowd control: 2 on 1 scenarios, or a few guys guarding a point. Legs and charger cuz I like the speed and ballistic damage to help fuel the primary weapon of this class. It works pretty well. Any nade is fine." 25) Strike Rifle Loadouts Thechosenwaffle: Speed Striking Strike Rifle Warp Pistol Rad Grenade Energy Focus Metal Legs Supercharger Improved Energy Damage "This is a mobile Strike Rifle build I've found to be quite effective. With the additional damage, the strike rifle's non-charged shot can kill with only 3-4 shots to the body on unarmored targets and the additional movement speed makes it harder to get hit by incoming projectiles. Pretty standard, simple play here, but it is recommended that you swap to your warp pistol if enemies get too close and attempt to fire off a charged shot or two." Thechosenwaffle: Strike Sniper Strike Rifle Warp Pistol Rad Grenade Capacitor Helmet Quickness/Mending Improved Energy Damage "This is the best sniper build for the Strike Rifle. The Strike Rifle's charged shot is absolutely cutting when it hits anywhere on the body, and so is a well-placed Warp Pistol shot. In my opinion, this gun is designed to work very well in tandem with the Warp Pistol, and the capacitor upgrade seems fitting for them both. The helmet is a perk I recommend for all dedicated snipers (excluding people who want Phase Rifle Pen to make their wall-shots better) due to keeping more efficient snipers from being able to get a headshot on you before you can get one on them. Select quickness if you are having a problem with people getting too close to you, and once you get skilled enough, switch to mending so that you can regen a bit faster once you take damage." 26) Hive Cannon Loadouts HawkEye1997: Close Bee Stinging Hive Cannon USP45 Frag Explosive Focus Ammo Belt Supercharger Improved Ballistics Damage "Basically a good close-range load-out. I generally use it against lots of SMAWs, Cool_M type people, and the people that use the load-out Dacheat described. The Hive-Cannon is best in close combat and is REALLY hard to hit people from far away. That's why you have the USP. And because you have explosive focus I find that Frags are the most useful. With ammo belt you will have a lot more ammo (this thing eats up ammo). Supercharger because speed is good. And Improved Ballistics because A) The Hive Cannon also deals explosive damage and B) the USP is Ballistic and that's what you'll be using for the farther-away-type-people. Now with the Hive Cannon, one tip, don't be a noob and start bunny-hopping up to people whilst spraying them with this thing. Nobody likes a noob." Zetta_Slowpoke: "Ultimate Survivor" Hive Cannon HVS45 Radiation Grenades Heavy Armor Helmet/Ammo Belt Quickness Light Armor "This is the ultimate survivor build I've been using recently. I've gotten insanely long killing sprees with it. It's mostly for charging into big fights and sticking around long enough to heal teammates, or for stalling when you get trapped in a spawn kill situation or have to deal with noobtubers/snipers. Just hold down the trigger when people are in range with the hive cannon until they die. If they get to close, it doesn't matter if you keep shooting because the explosive damage won't hurt you very much. Use rad grenades for control, and make sure you use the Hive Cannon's secondary fire for evasive opponents. The Heavy+Light armor will prevent you from being sniped, melee'd, and blown up in one hit, and will generally let you live much longer. Ammo belt will let you keep using the Hive Cannon, but Helmet will really make you unstoppable. You can easily die from headshots without it, regardless of armor, but I've run out of ammo plenty of times with Ammo Belt. Choose wisely. Quickness is just to speed things up, but use Supercharger if you have it. Use the HVS45 for any long-range fighting, because the Hive Cannon isn't as effective from long ranges. If (or probably when) you run out of ammo, pick something up." "This build is great if you find yourself being killed often in a match, regardless if it's team or FFA. It's also incredibly useful for Invasion. Hope this helps anyone. :)" 27) Shrieker Loadouts Brewschi: Basic Shrieker Shreiker MP5AK4 Frag Grenade Explosives Focus Ammo Belt Quickness Light Armor "Um, my shrieker loadout is pretty versatile. You have the Shrieker for long range and the MP5AK4 is good for close range. You have a Frag because of the Explosive focus, and because Frags are fun! I have noticed that the Shrieker runs out of ammo quite quickly, hence the ammo belt. I have Quickness, because I think this is a really good upgrade. I thought long and hard about what to have for my 4th upgrade slot, it could have been improved explosives, improved ballistic, or light armor. Obviously, improved explosive only benefits the Shrieker and the grenade, and improved ballistics only benefits the MP5AK4. However, the light armor passively benefits both weapons as it is a defensive perk. Thus for the sake of balance I chose light armor. Also, Explosives Focus is useful when encountering SMAW users and TPC users, as it gives you a higher chance of surviving a rocket or multiple TPC rounds." WythernLord17L: Energy Shrieker Shrieker Deatomizer Radiation Grenade Energy Focus Ammo Belt Mending/Quickness Improved Energy Damage "The general strategy I use is to hammer out the full clip on the enemy. If he's clinging to life, I'll finish him off with the Deatomizer on automatic (double tapping if need be). Energy perks to deal with the opponent dodging a shot, Mending for healing, Quickness if you don't like the reload speed, and Ammo Belt because the starting ammo on the Shrieker is kinda lame. I like Radiation grenades, but there's nothing stopping you from using something else." 28) TCP Launcher Loadouts JaxxRaxor: Noob Tube TPC Launcher HVS45 Frag Grenade Explosive Focus Ammo Belt Quickness/Supercharger Improved Explosions Ahh yes...the noob tube set. Use the TCP to blow up your enemies! The HVS45 is for long distance opponents because the TCP can only reach medium range or so. Both Explosive upgrades ensure you don't need to have perfect aim to kill. Quickness lets you reload faster (you only have 4 grenades in a TCP clip) but Supercharger lets you move faster and dodge your opponent's attacks. Ammo belt gives you more TCP grenades to work with, while Frag grenade works with your explosive radius upgrades. Thechosenwaffle: Defensive Mine/Turret TPC Launcher Widowmaker Turret Flash/Frag Grenades Armory Metal Legs Quickness Light Armor/Improved Energy Damage/Improved Ballistics Damage "This was the only truly special and unique TPC launcher loadout I had even a HINT of luck with (it worked pretty well) This loadout relies heavily on point guarding by combining TPC mine placement with the Widowmaker turret. You will have to aim/fire the turret manually, but it makes for a rather interesting and hilarious kill streak if people try to get anywhere near where you are. A fun tactic I used on crash-site was to set up the widowmaker turret at Capture Point C (the one across the map from the spaceship) and place the mines in that hole at the bottom of the stairwell. People would run up and start getting shot at and attempt to retreat into the hole, only to be blown to bits by the mine trap I had setup. Use light armor if you are doing equal damage with both weapons, or pick based on whatever is doing more damage." 29) Carbonizer Mk 16 Loadouts Thechosenwaffle: Offensive Carbonizer Carbonizer Mk 16 Deatomizer Mk4 Radiation Grenades Energy Focus Ammo Belt Quickness/Supercharger Improved Energy Damage "This is the most basic Carbonizer Build and allows you to melt your competition in mere seconds. With the Carbonizer, you blow through ammo like crazy, so taking the Ammo Belt perk can keep your favorite weapon active a bit longer than normal. The Quickness perk will help you manage the longer reload speeds of the weapon; whilst the Supercharger will help you manage the slower movement speed of the weapon. This should be determined based on whatever is causing you to die the most. For example, if you find that the slowness of the reload is causing you to get caught off-guard more often than not being able to get to a good spot on the map, or get behind cover, go with the Quickness Perk. Remember, the alt-fire of the weapon will slow you down even further, and can make the Supercharger perk seem unnoticeable." Thechosenwaffle: Defensive Carbonizer Carbonizer Mk 16 Any Secondary Frag/Rad Grenades Heavy Armor Helmet Supercharger Light Armor "This is a very fun build for a Carbonizer, as it allows you to make people rage very hard at the fact that killing you is not easy at all. You move slowly with the Carbonizer already, so a bit more slowdown won't hurt you. The helmet upgrade makes you less of a target for snipers, and the Supercharger perk is there to counteract a bit of the slowness you will be plagued with, and also allows you to run faster with the ASE and your secondary weapon. Very simple strategy with this build as your main goal is to scare the bejeezus out of the competition when you shine a bright beam into their eyes." Thechosenwaffle: Big Freaking Guns! Carbonizer Mk 16 SMAW Frag Grenades Armory Helmet Quickness Light Armor "This is a more lighthearted build for people that want to have some fun. This is truly the epitome of WTF builds due to it utilizing the two heaviest (Dark Star's alt fire not included) weapons in the game. Nothing makes a player rage quit more than narrowly escaping death by lazorz, only to be removed from the face of the planet by a well placed Super Manly Assault Weapon rocket. The 3 other perks can be mixed and matched to the user's preferences, but adding the additional armor and speed can allow you to get where you need to go unscathed and ready for more punishment. (CAUTION: You will probably run out of ammo with this XD)" 30) Aegis Device Loadouts Thechosenwaffle: Basic Aegis Aegis Device Warp Pistol Radiation Grenades Aegis Device Specialization Bomb Bag Mending Improved Energy Damage "Very simple Aegis Device loadout. Playing with the Aegis Device is all about knowing when to use what attack. Hurling energy bolts to get someone's attention, popping up the shield when you are about to get a face full of bullets, and throwing a rad grenade into the face of someone who is having a bad day and wants to punch your face in. Stay crouched as much as possible when shielding to avoid leg-shots from experienced snipers or sprayers, and protect your more damaging teammates whenever possible." Thechosenwaffle: Medic Aegis Device Warp Pistol/Deatomizer Mk4 Reverse Damage Bomb Bag Field Medicine Improved Energy Damage "Ah yes, this is it, the definitive healing build. Whether it be using a shield to defend your team-mates, throwing one of your three radiation grenades to build barriers between rushing enemies and your team, or reviving a downed friend in a split second, this is the build for you Resto Shaman out there. I personally haven't had much luck with any healing build (it's just not my thing), but I had the best luck with this one, and its very easy to use and do well with. For some reason I still get Suicides when using rad grenades that stick to enemies sometimes, but I think it's just the game not knowing what exactly is going on XD." 31) AR-C Eclipse Loadouts Boba_Fett86: Super Flash AR-C Eclipse Deatomizer Mk4 Flash Grenades Energy Focus Metal Legs Quickness Improved Energy Damage "This is one of my favorite loadouts. The AR-C Eclipse is not the most powerful weapon so I gave it some damage boosts. The flash grenades come in handy when I get 2 or more guys trying to kill me. Flash, go invisible and hide until recovered. I also like to flash bomb right before I attack leaving the enemy helpless. Quickness helps we switch guns faster if I accidentally overheat or freeze up. Metal Legs are always nice to have especially if you're a rusher like me." Thechosenwaffle: Melee Eclipse AR-C Eclipse USP45 Any Grenades Heavy Armor/Capacitor Helmet Blinding Powder Improved Melee "The addition of the helmet and heavy armor make you very difficult to take down when visible, and give you some resting time when you are cloaked. Replacing the Heavy Armor perk with the Capacitor perk allows you to cloak MUCH faster, and should be used if you are not taking any notable amounts of damage when visible. This is a skill-based perk swap and should only be used if you have the timings pinned down when using heavy armor. The main goal of this is to get up close and blind them with your knuckles in their eye sockets." Zetta_Slowpoke: Spy on Crack AR-C Eclipse Warp Pistol Any grenade of your choice Capacitor Metal Legs Supercharger Improved Energy Damage "This loadout has gotten me pretty good spreads. It focuses on rushing around the map looking for a fight. Every time you take a turn, cloak and see if anyone is following you. If someone is following you, wait for them to turn the corner and backstab them. If you are traveling and someone shoots at you from behind, cloak, get out of the way, and shoot at them. When you shoot with this loadout, you have to be careful. Capacitor speeds up the heating (and cooling) process, so after a few shots you must cloak (instantaneously with Capacitor), re-position yourself, and start firing again. That's how you'll be fighting most of the time if you aren't getting backstabs. If you find a group of enemies, pull out the Warp Pistol and go to town. (NOTE: This set is only really effective in Hardcore game modes, in grab bag modes you will show up on radar regardless if you're cloaked or not)" Zetta_Slowpoke: Long Distance Spy AR-C Eclipse Deatomizer Mk4 Radiation Grenade Energy Focus Any Secondary Upgrade A of your preference (I prefer Metal Legs) Mending Improved Energy Damage "This set focuses a lot more on firing than it does being quick and sneaky. It takes a lot of practice with the weapon to get down the timings, so beware. The first thing you want to do with this loadout is find a suitable area for shooting (much like you would if you were sniping, the only difference being the fighting style). To get there; make use of your cloak when you think you are in danger. Once you find a good place, start shooting. After you take someone down, cloak and crouch. This is for 3 good reasons: 1. To recover any health you lost during the firefight. 2. To hide yourself while you recover. 3. To cool down your gun so you can fire at the next guy without overheating. That's basically the whole play style right there. Shoot, cloak, crouch, repeat. I've gotten a lot of kills with this loadout, and you can too once you get the timings right." Zetta_Slowpoke: Backstabbing Spy AR-C Eclipse Any secondary of your choice. Flash Grenades Stealth Bomb Bag Supercharger Improved Melee "This one is for those dirty backstabbers! The AR-C Eclipse can only truly be sneaky in the Grab Bag modes with Stealth. Otherwise, you show up on radar, even when invisible. This also keeps you from getting sniped through walls, because you can actually be sniped by a PR through a wall if you're invisible. This set focuses on backstabs, mostly. Bomb bag is so you can take advantage of 3 Flash Grenades to confuse your targets, or slow them down if they're doing that generic StealthMetallegsSuperchargerImprovedmelee thing. Supercharger because you move painfully slow when cloaked without it. Improved melee so you don't have to be breathing down their neck when you punch them. Once again, for this loadout, you're going to have to get the timings down to be effective." 32) Phase Rifle Loadouts Thechosenwaffle: Basic PR Sniper Phase Rifle MP5KA4 Flash Grenades/Rad Grenades Phase Rifle Specialization Phase Rifle Pen Mending Phase Rifle Tuning/Ballistics Focus "This is the definitive sniper build. Camp till your hearts content once you have this crap unlocked. Let's be real here, you picked the Phase Rifle, you want to snipe, not much needs to be said here, but I'll give you some skill based alternatives to this build that might set you above the competition." Thechosenwaffle: Advanced PR Sniper Phase Rifle USP45 Frag Grenades / Rad Grenades Ammo Salvage/Ballistics Spec/Heavy Armor Helmet Mending Ballistics Focus "This is for the more experienced sniper. You will not be too effective through walls, but the gun will act like an ordinary sniper, by killing anyone you hit in the head with it. Meanwhile, you will not run out of ammo for the gun, your head will be protected, and your secondary weapon (which you can pick freely between HVS45 USP45 and MP5AK4) will benefit from the slight increase in damage. If ammo is not a problem, you can pick Ballistics Specialization to allow for body OHKOs as well as power up your secondary weapon by a significant amount. If ammo is not a problem, you can also choose to pick Heavy Armor as your main perk to be extra super duper survivable whilst you snipe the pants off of the enemy." Thechosenwaffle: Mobile PR Sniper Phase Rifle AR-C Eclipse Flash/Frags Armory Helmet Supercharger Improved Ballistics/Phase Tuning "This is a strange build, which allows you to be a more mobile sniper. The last perk doesn't really matter too much and Phase Tuning should be picked if you have it unlocked, otherwise it's up to you, as that perk alone will not make body shots an OHKO for your Phase Rifle. This build relies on using the ARC-Eclipse to move about the map to different sniper positions, this build requires either someone rather impatient, or someone super good who can utilize two different weapons to their fullest potential in a heated match. This build works best on smaller, but open maps such as Crash Site, or the open end of Serenity, as well as Precipice if you stay on the lower areas to speed up your travel time." Zetta_Slowpoke: "Headshot City" Phase Rifle HVS45 Frag grenades/Radiation grenades Ammo Salvage Helmet Quickness Phase Rifle Tuning "This loadout is what I refer to as "Headshot City". After using the Strike Rifle for sniping for so long, my skill in headshots has increased. So I figured, "Why not be able to shoot through walls as well?" This loadout requires the ability to get headshots quickly, and the ability to quick-scope with the HVS45. The HVS45 is the perfect compliment to the Phase Rifle: it's a secondary weapon that is so powerful, it doesn't need damage boosts. Ammo Salvage keeps you in the sniping game, and keeps you stocked on grenades. Helmet to protect you from headshots, because unlike the other sniper rifles, the Phase Rifle requires absolute precision due to the recoil, which results in standing still, which results in getting shot in the face. Quickness so you can cock the gun back faster if you miss or hit the body and are detected. Phase Rifle Tuning to make up for not having Phase Rifle Penetration, and because there isn't really anything better to put in this slot. Remember, this set requires a lot of skill to master and very quick thinking." 33) Windowmaker Turret Loadouts Thechosenwaffle: Basic Windowmaker Widowmaker Turret USP45 Frag Grenades Widowmaker Specialization Stabilization Mending Improved Ballistics Damage "It is pretty much widely agreed that the Widowmaker turret is designed to protect locations on the map, as opposed to assaulting and being offensive. That being said, it obviously works best when you have the widowmaker specialization perk and have all but mastered the use of a secondary weapon such as the USP45, or the Deatomizer (the deatomizer cannot benefit from the ballistics damage increase however). The use of this loadout is more beneficial to players who are less adept at melee attacks and more adept at utilizing a secondary weapon." Thechosenwaffle: Melee Widowmaker Widowmaker Turret Any lightweight secondary weapon Flash Grenades Widowmaker Specialization Metal legs Blinding Powder Improved Melee "Similar in use to the second one, but relies on melee to do the personal damage as opposed to a secondary weapon. This is for more aggressive players or for players who may not be extremely keen at using the USP45 or a different secondary weapon." Thechosenwaffle: Aegis Window Widowmaker Turret Aegis Device Any Grenade Type Armory Helmet Quickness Light Armor "This is a very unique and fun combination that is VERY fun to play (everyone should try this one out just for the lulz). This relies on using the widowmaker turret for the bulk of your damage and the Aegis Device when the enemy attempts to take out your turret, or snipe you from a different location, I recommend the use of radiation grenades to protect wherever you decide to hold up at. You should be very experienced at both weapons before attempting this in any serious manner, as it takes a lot of quick thinking and skill." Zetta_Slowpoke: Turret n HVS Snipe Widowmaker Turret HVS45 Flash Grenades Widowmaker Specialization Helmet Supercharger/Mending Improved Ballistics Damage "This loadout focused more on the HVS45. A headshot from the HVS45 is a guaranteed kill, granted the opponent doesn't have Helmet. Set up the turret in the entryway that leads to your position (for example, the top of the stairs in a building on Streets Prime) to protect you from being sneaked up on. Use Supercharger if you think you're going to have to get out of jams often, use mending if you're sniping other snipers often. Improved ballistics damage as always, makes your turret insanely powerful, powers up the HVS45 a tad. Use Flash grenades to slow down anyone that is coming up to your position (when flashed, your movement speed is lowered) and take them out with the Widowmaker manually." Zetta_Slowpoke: Turret n HVS Defense Widowmaker Turret HVS45 Flash Grenades Heavy Armor Helmet Supercharger/Quickness Light Armor "This loadout focuses on the Widowmaker for getting most of your kills. With this loadout, you can set up the Turret without getting killed, and from there, you can find a hiding place while you control the turret itself. If you get hit by a SMAW, Phase Rifle, TPC Launcher, or any other OHKO weapon, you will have enough life to respond with all the armor. When looking for a hiding spot, or going back to your turret to fix it up after it's been shot down, you will most likely run into an enemy. When this happens, start firing the HVS45. Don't ADS unless they are very far away. Otherwise, it's only 3 shots to kill them, and I've gotten many hip-fire headshots anyway. When you run out of ammo for the gun, just pick something up. When you are in turret mode, make sure you are facing away from the wall or corner if you're hiding near a wall or corner. A backstab will do a lot of damage, and you don't want that to happen. If you are firing at people with the turret, and the alarm goes off, and you can't see the person setting off the alarm, get out of secondary fire and hold down the trigger. When the little shape on the Turret control glows red and makes an alarm, pressing the shoot button will make it so the turret will automatically take out the threat. If you are shooting for a long time and the alarm is still going off, chances are the turret is hitting a wall and you chose a bad location to put it in. This is a very fun loadout in the end and introduces a new way to play the game." Zetta_Slowpoke: SCAR in the Window Widowmaker Turret SCAR Any Grenade you are comfortable with Armory Stabilizer Quickness Improved Ballistics Damage "This loadout focuses a lot more on using the Turret as a defense system. As I mentioned above, the Turret will auto-target enemies when you hold the trigger on the Turret control when the alarm goes off. Set up the turret in the location you want to defend, and start runnin' and gunnin'. The SCAR is the most versatile weapon in the game, and does not need damage boosts to be effective. Use stabilizer because without a secondary weapon, you're relying solely on the SCAR when you get into a fight. You need to make sure as many shots as possible hit so you don't have to reload. If the enemy is far away, but not far away enough to scope, shoot in quick bursts. Quickness so you can reload faster and swap to the Turret control when the alarm goes off. Improved Ballistics to power up both weapons a great deal. This set is a great alternative to using Widowmaker Specialization and fighting with a secondary." Zetta_Slowpoke: Pistol Shot in a Turret Widowmaker Turret USP45 Flash Grenades Ballistics Focus Ammo Belt Quickness Improved Melee "This set is sort of like the SCAR/Widowmaker turret loadout, but relies on your skill with the USP45. Ballistics Focus will significantly power up the Widowmaker (which is already extremely powerful by itself) and the USP45. Set up the turret so that it can defend the desired location, and go crazy with the USP45. Flash Bang anyone that is going too fast or anyone that is a threat. When shooting at someone, make sure to rush at them at the same time so you can finish them off with a melee attack. If that is not your style with the USP45, I suggest you replace improved melee with Improved Ballistics Damage. Quickness as usual so you can swap to the turret when the alarm goes off and take out the threat. Ammo belt so you don't run out of ammo for the USP, but feel free to swap it out with Metal Legs or Stabilizer if you'd rather scour the land for a SCAR and swap it for the pistol." Zetta_Slowpoke: Phase Turret Widowmaker Turret Phase Rifle Flash Grenades Armory Ammo Belt Quickness Phase Rifle Tuning "This loadout focuses more on defending one area. Set up the turret in a place that will ensure no one sneaks up on you. The turret requires manual input, but hey, it has an alarm to help you out at least. On top of that, most people tend to run away from turrets when they see them anyway. Flash
bang anyone that gets too close to slow them down and get a good headshot. Ammo Belt to increase your time. Quickness just in case you don't hit the head. Phase Tuning because so they don't know what hit 'em, but feel free to use Improved Ballistics Damage if you find yourself protecting open areas more often for the good boost in turret damage." 34) Dark Star Loadouts JaxxRaxor: Basic Dark Star Dark Star SCAR Radiation Grenades Armory Stabilizer Quickness Light Armor A basic Dark Star set for beginners. Tag an enemy with the primary fire of the Dark Star then blast them with the SCAR from a distance or up close. Stabilization because getting an enemy tagged while you are moving is important. Quickness so you can quickly switch weapons for a kill. Light Armor gives you take an extra shot or two. Radiation Grenades allow you to kill enemies to get the secondary function of the Dark Star up, aiding the SCAR. Remember that the primary usage of the Dark Star is to get at least one level of the black hole secondary fire so you can use it to suck your enemies into nothing! Thechosenwaffle: Dark Carbon Dark Star Carbonizer Mk16 Radiation Grenades Armory Stabilizer Quickness Improved Energy Damage "The Carbonizer is one of the fastest killing weapons in the game, which can allow you to rack up Dark Star points rather quickly and efficiently. I believe they both compliment each other well, and they both use energy damage so the Imp Energy Damage perk benefits them both. The Stabilization perk does not seem to affect the Carbonizer's beam, but it does make it easier to land a Dark Star shot on the enemy." Thechosenwaffle: True Black Hole Dark Star AR-C Eclipse Rad/Flash Grenades Armory Stabilizer Blinding Powder/Quickness Improved Melee "While not the fastest killing weapon, the ARC-Eclipse can lead to surprise murders quite easily. This is a more complex one that requires a lot of patience and discipline and is best used when guarding points of a map. I recommend using Blinding Powder as this relies heavily on melee prowess, but if switching weapons is a bit too slow for you, you might have better luck with the quickness perk. Essentially, tag your enemy (if you picked flash, throw that now), switch over to your ARC-Eclipse and cloak. After that get up close and personal and blind them with a melee attack or attempt a backstab (stick them with a radiation grenade if you picked that as your grenade type) and watch them wonder what the heck just happened to them." ff_10_master: Armory is for Pussies! Dark Star USP45 Heavy Armor Stabilizer/Metal legs Mending/ Field medicine Improved Ballistics "Dark Star doesn't require armory, it requires skill with a pistol." Zetta_Slowpoke: Dark Rockets Dark Star SMAW Frag Grenade Armory Stabilizer Quickness Improved Melee "This loadout invites a new way to play. The Dark Star is a very weak primary weapon, so it's best to have a way to kill people fast enough to unlock that first level charge. Tag someone with the Dark Star, switch to the SMAW (with the benefit of quickness, this should be easy) and take them out. You have two rockets, and they should only be used if you don't have any levels on the Dark Star. After you get the first charge, continue to play like this: tag someone, go into secondary, and fire the black hole. This will give you a never ending supply of black holes (as long as they hit the tagged person) and is a great way to take out multiple targets. Stabilizer is so that you can get your tags easier, because the Dark Star is a precision weapon. Stabilizer also benefits the SMAW. This loadout is great for taking out groups, be it by black holes, rockets, or grenades." MysticSoldier5: Radiant Holes Dark Star HVS45 Radiation Grenade Reverse Damage Bomb Bag Quickness Improved Energy Damage "This loadout is actually pretty simple once you get into its strategy. It uses rads (of which it'll start with three) to help get the Dark Star's black hole online and generally cause some deaths all round, as well as to heal allies and myself. The HVS45 has become the secondary of choice after I realized that I practically never used any other secondary, and that I needed an option to engage a target from range (my enjoyment of sniping stuff sets in here as well...once I actually get good practice with the HVS45). I've also found this loadout effective against the people who use Stealth for dishonorable reasons (i.e. running up to you and backstabbing or shotgun- blasting you dead) primarily thanks to its rad grenade strategy." Copyright 2011 Adam Jones Permission for Gamefaqs only to host this file.