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 [email protected], 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 </pre><pre id="faqspan-2">
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."

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