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    Weapon/Loadout FAQ by JaxxRaxor

    Version: 1.10 | Updated: 07/20/11 | Printable Version | Search Guide | Bookmark Guide

    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.