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Appendix A Base assault maps |
Appendix B Gen assault maps
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Appendix C Tower assault maps
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Appendix D Backdoor Maps
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Appendix E Base Names Origins
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Appendix F Military Quotes
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Appendix G Web Links
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Appendix H Fiction
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Appendix I WNx Information
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Appendix J Credits
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Introduction |
Communication |
S O P |
Movement |
Requirements |
S O P |
ShadowS |
The Squad |
Positioning |
Fire Discipline |
Positioning |
Your Role |
Loadouts |
Leadership |
Loadout Setups
The red box contains all required loadout positions and their names. Please name them similarly/exactly, so that if you are asked to get a Tower/Base Defense loadout, you don't get a Target Defense loadout instead. The green box contains all 3 lee-way loadouts, that you can do whatever with.
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Assault: The most basic loadout, this one incorporates flexibility at close-ranges. This is what we will be using probably 50% of the time.
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Driver: This is what you guys will be wearing while driving Deliverers/Sunderers/Galaxys/Liberators. Unlike conventional loadouts, you will NOT have a Nanite Dispensor (Glue gun) in this loadout. That's what the passengers are for. Glue guns should be in the trunk if worse comes to worse.
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Passenger: These are what some non-gunning personnel in a vehicle should be wearing. When we stop to repair, you will be resposible for either defending against vehicles with a Lancer or to repair the vehicle yourself. If you do not have either Engineer or AV certs, do not create this loadout; leave loadout slot 3 empty.
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Tower/Base Defense: This is what will be worn in the rare occasion that we go into defense mode, either in a tower or base. Plasma and jammer grenades come in VERY handy for weapon combos and enemy localizer (Is there an enemy hiding behind that pillar?). Jammers are required for their purpose on any vehicles that may be spamming indoors.
EMP
grenade.
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Target Defense: For a possibly elongated attack->defense on a Generator or CC, you need as much ammo as possible. If you have AV, try to limit your Decimator lot to 1, because you'll need a lot of Lasher/Thumper ammo. Running out of ammo in a highly populated area, where backpacks deconstruct in 2 seconds, will turn you into a burden.
EMP
grenade.
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Transition: The loadout for battles occurring outdoors, this loadout exemplifies "transitioning from spawn point (tower/AMS) to base". Accurate long range weapons are the name of the game.
EMP
grenade.
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Repairman: Typically what you would equip after a base is won, to repair the Spawn Tubes and/or Generator. If you don't have Engineering cert, leave this loadout blank.
EMP
grenade.
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