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.