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Author Topic: cross-class loadouts  (Read 835 times)

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Offline MrWigglesGiggles[1up]

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cross-class loadouts
« on: August 27, 2015, 11:26:49 AM »
I know that lots of people like to frown at this, but I find off-perk weapons will often enhance game play and help reinforce some classes in areas where they are a bit weak, for instance many vanilla loadouts will leave you with an extra pound or two of carrying capacity. A med pistol only weighs one pound and lets you heal other players in a pinch, albeit inefficiently, and only costs 200. I was hoping we could make a thread to discuss different loadouts and their respective pros and cons. Example following.
« Last Edit: August 27, 2015, 11:45:31 AM by MrWigglesGiggles[1up] »

Offline MrWigglesGiggles[1up]

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Re: cross-class loadouts
« Reply #1 on: August 27, 2015, 11:39:13 AM »
assault medic

perk: medic

primary:
             med rifle
             SCAR

secondary:
                 med pistol
                 dual 9-mils

Pros: compensates for the medic's lack of stopping power.
         more ammo capacity and lasts longer because the scar will slow down your consumption of med rifle bullets

cons: no med shotgun. the med shotty is one of the highest DPS weapons. [when it has ammo]



This is a common one that I know at least Ron also uses. The Bullpup used to also be a good option, but it's ammo capacity was nerfed in the last update, so I can't see a good argument other than cost for using it instead of the scar.

Offline MrWigglesGiggles[1up]

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Re: cross-class loadouts
« Reply #2 on: August 29, 2015, 01:49:48 PM »
cauterizer

perk: medic

primary:
             microwave gun
             med shotgun

secondary:
                9-mil

Pros:  higher mobility (which the pyro class is sorely lacking)
          higher armor
          high damage output
          can heal effectively while still dishing out punishment
          impossible to set yourself on fire
          medic nades
 
cons:  no damage bonus on the microwave gun
          slower reload on the microwave gun
          no mollies- battlefield shaping capability is reduced
          cannot set zeds on fire
          short range

The firebug class, for all its benefits, is slow and is only effective at close range. That means that when engaging enemies, you will take more damage than another perk class might, and you won't be able to run away to heal as well. Plus, who among us has not accidentally walked through our own molotov or otherwise set ourselves on fire? This build lets you get that quick movement and high armor of the medic, plus the improved healing, all of which are paramount to close-range fighters.

Offline RonaldLee[1up]

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Re: cross-class loadouts
« Reply #3 on: August 31, 2015, 01:55:56 PM »
I like to play as a Berserker because of the movement speed and damage resistance.

My cross-perk loadout is:

1) Hammer (Berserker perk weapon)

2) Microwave Gun (Firebug-perk weapon)

 * I find that the microwave gun is a good weapon, even off-perk, against FPs and Scrakes.


Offline Kaos[1up]

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Re: cross-class loadouts
« Reply #4 on: September 01, 2015, 06:56:33 PM »
I would go with Flamethrower-Firebug perk and AA12-Support perk