Monday 17 September 2012

Loadouts 3: Defence

Scenario Description: Player has reasonably good cover and lots and lots of ammo. When necessary player can call backup from teammates. Player is guarding important item (e.g. flag in CTF) or important area (e.g. home base). Ideally opponents are exposed and vulnerable when attacking. Player has defined the field of combat so as to give themselves the biggest advantage and give the opponents the biggest disadvantage.
Keys to Victory: Intimidation can be just as effective (if not more) as actually tagging your opponents. Scared opponents are less dangerous than confident and fearless opponents. Ability to cope with numerous opponents in a small timeframe - a well organised team will attack as one. Manipulate your environment to your advantage. Make your opponents fight on your terms, not theirs. If you can do this effectively, you could defeat even the best and most well equipped player with something as humble as the Jolt or Nitefinder.
Unnecessary Burdens: Numerous blasters - a well equipped player should only need 2-3 blasters at most. A well equipped defender should only need one or two blasters, although backups can be useful for certain blasters.

Clip (Mag) System 1

Primary: Stampede ECS (shields and bipod if suitable)
Secondary: Effective sidearm (must be able to use most ammo types, e.g. Spectre, Magstrike)
Gear: Holster for secondary
Ammo: Numerous clips (mags)/drums (strewn across floor within reach is acceptable)
Purpose: To provide the user with easy-to-reload spammy clip (mag) system goodness.
Strengths: Spammy goodness, reloading quickly, capacity
Weaknesses: Vulnerable when reloading, low range and accuracy
Description: The Stampede with its full auto nature makes it very easy to defend a small area, and its clip (mag) system nature makes it very easy to reload after spamming away enemies. Because its so easy to spam about, the Stampede in the hands of a trigger happy gunner can be very intimidating, and in some cases quite deadly. It lacks range and accuracy, but if you've set up your defensive position well this issue won't trouble you much.


Clip (Mag) System 2

Primary: Elite Hailfire (foregrip/bipod if suitable/necessary)
Secondary: Effective sidearm (must be able to use most ammo types, e.g. Spectre, Magstrike)
Gear: Holster for secondary
Ammo: Numerous clips (mags) (strewn across floor within reach is acceptable)
Purpose: To provide the user with stupidly high capacity blasting to survive any assault
Strengths: Spamming, capacity, ranges
Weaknesses: Vulnerable when reloading, low accuracy, vulnerable to misfires and misrotating with larger clips (mags), revving up to fire
Description: The Hailfire is just as good at offence as it is at defence. No other blaster comes anywhere near it's capacity, so with the Hailfire you can spray and pray, and still outlast your opponents. As a result, it is incredibly difficult for opponents to advance if you are firing in roughly their direction. Clip (mag) advancement can be a little finnicky with larger clips (mags), and reloading afterwards is a pain, but the ability to spray up to 144 darts without truly reloading makes the Hailfire almost impossible to assault.

Belt Fed 1

Primary: Vulcan EBF-25
Secondary: Effective sidearm (must be able to use most ammo types, e.g. Spectre, Magstrike)
Gear: Holster for secondary
Ammo: Numerous belts (within easy reach)
Purpose: To provide the user with high capacity reasonable accuracy spammage.
Strengths: Spammy goodness, capacity, accuracy
Weaknesses: Vulnerable when reloading, low range, long reload time
Description: The Vulcan is practically made for defence. It has a tripod and a large, bulky belt box. Its full auto nature allows for some super easy spammage, while the reasonable accuracy makes you waste less ammo than the Stampede. The key weakness with the Vulcan is that it is difficult to reload quickly. This means that there must be at least 2 defensive players, so one can cover the other while they reload. Other than this weakness, however, the Vulcan is pretty much the ideal defensive blaster.

Sniper 1

Primary: Buzz Bee Range Master
Secondary: Effective sidearm (must be able to use most ammo types, e.g. Spectre, Magstrike)
Gear: Holster for secondary
Ammo: Darts
Purpose: To provide the user with long range, accurate firepower.
Strengths: Range, accuracy
Weaknesses: Vulnerable when reloading, long reload time, single shot
Description: The Buzz Bee Range Master is currently the most powerful and accurate stock dart blaster in the market. It can fire Buzz Bee darts at a range of 60ft (18m) flat with incredible accuracy, unparalleled even by Elite (which average 50ft flat inconsistently and without good accuracy). The Range Master is a blaster good for defence because if used correctly (ie actually hitting your target) your opponents won't get anywhere near the things you're protecting. Of course, the long reload time owing to the Range Master being air powered can be a liability, as if you miss with your first shot you won't have time to reload. Naturally this means that the Sniper loadout is only for those who can track their targets and hit both a stationary and moving target.
I personally wouldn't use this loadout because I'm not very accurate, but those who are accurate and good at tracking targets will be able to maximise this loadout's advantages.

2 comments:

  1. Should I buy the nerf vest or Vortex belt?I cant decide for defencive combat and ammo.Can you help?

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    Replies
    1. That depends on what blasters you use. If you use Vortex blasters primarily then the Vortex belt will be your best choice because it caters primarily towards Vortex blasters and not really towards dart blasters.
      If you use dart blasters (notably clip system blasters) then the N-Strike/Elite vest will be best because it supports dart blasters and clip system blasters very well, and not so much Vortex blasters.
      If you use both disc and dart blasters, the vest will be your best choice because the vest's clip holders can also hold Vortex mags, but not as securely as the Vortex belt.

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