Example builds/ loadouts

EXAMPLE BUILDS/ LOADOUTS

 

 

Ambush:

 

A perfect build for close range encounters or maps with a lot of indoor fighting. This build is designed for single shot kills with the shotgun (the long barrel increases the effective range of the shotgun making your kill radius larger). To do that, the concussion grenades and kinetic armour abilities allow you to get within range to let your shotgun do it's job. Sixth sense is extremely useful in this build as it alerts you to players in close proxitiy, warning you and allowing you more reaction time to blast them. Ghost can also let you catch UAV reliant enemies unaware in team games for some free kills.

 

Specialist: Battery (kinetic armour)

 

Primary weapon: KRM-262 (shotgun)
Attachments: Long barrel, stock
Optics: None

 

Secondary weapon: L-CAR 9
Attachments: None

 

Lethal: None
Tactical: Concussion x2

 

Perk 1: Sixth sense, ghost
Perk 2:
Perk 3: Gung-ho

 

Wildcards: Greed 1

 

Assault:

 

 

The assault build is for players who prefer mid-range precision over the less stylish offerings of run and gun close range combat. With an extremely accurate burst fire gun and the high caliber attachment, skilled players can bring down almost any enemy in a single well aimed burst. The suppressor keeps your location unknown and the grip reduces recoil, allowing you to follow up with an accurate second burst if you didn't quite finish them off. The frag grenade is mainly for forcing retreating enemies out of cover so you can pick them off. I''ve picked ruin as the specialist for this build to allow the combination of sixth sense perk and gravity spikes to be your close range panic button. If the sixth sense warning goes off on the radar, boom. Death AoE.

 

Specialist: Ruin (gravity spikes)

 

Primary weapon: M8A7
Attachments: Suppressor, high caliber, grip
Optics: Reflex

 

Secondary weapon: None
Attachments: N/A
 

Lethal: Frag x1
Tactical:

 

Perk 1: Sixth sense
Perk 2: Hard wired
Perk 3: Tactical mask

 

Wildcards: Primary gunfighter I

 

Stealth:

 

Designed for close to mid range run and gun combat (you should always be moving to ensure you remain invisible on enemy radar), this build is designed to arrive in a fight unexpectedly. The ghost perk allows you to take enemies using UAVs by surprise (almost every enemy in large group games where someone always has a UAV up for the team). The active camo ability is useful in enhancing this even further, allowing you to cross open areas or move behind someone without being seen. The overall idea is you appear out of nowhere (according to the enemy radar), unload your vesper and then are gone in a matter of seconds, leaving nothing but an enemy corpse behind.

 

 

Specialist: Spectre (active camo)

Primary weapon: Vesper
Optics: Reflex
Attachments: Suppressor, long barrel, rapid fire

Secondary weapon: None
Attachments: N/A

Lethal: Semtex
Tactical: None

Perk 1: Ghost
Perk 2: Hard wired
Perk 3: Gung ho

Wildcards: Primary gunfighter I

 

Streaker:

 

 

This build revolves around gaining as much score as possible to call in powerful scorestreaks. Combat focus and ante up, both increase your score, while overclock increases the rate your combat focus gauge fills up at allowing you to use it more often. The razorback is a good weapon for close-mid range, allowing you to rack up points at either distance to increase your score. Use the trip mine in busy areas to get free points as you continue your battle. Once you've unlocked you scorestreak, pick a safe area and call it in for maximum carnage.

 

Specialist: Seraph (combat focus)

 

Primary weapon: Razorback (SMG)
Attachments: Suppressor, long barrel
Optics: Reflex

 

Secondary weapon: None
Attachments: N/A

 

Lethal: Trip mine x1
Tactical: None

 

Perk 1: Ghost, overclock
Perk 2: Ante up
Perk 3: Gung-ho

 

Wildcards: Greed I

 

Trapper:

 

 

This class is the definition of 'being a dick.' The trapper class revolves around (obviously) using traps. Specifically trip mines and nanobots in this case. The idea is to find a defensible location and trap the entrances with trip mines while you fire out of windows or holes. Enemies will likely rush your location to try and kill you, tripping the traps. The secondary weapon is an extremely effective rapid fire machine pistol which is nearly as powerful as an SMG. This allows you to rapidly swap between long and close range combat on the fly if someone gets past a trap. When your H.I.V.E bar fills up, it's time for the fun to begin. Launch them into the main travel areas of the map or cover the entrances to your location as you continue to bring down enemies with your sniper rifle.

 

Specialist: Nomad (H.I.V.E)

 

Primary weapon: Drakon (sniper rifle)
Attachments: Suppressor, FMJ
Optics: None

 

Secondary weapon: L-CAR 9
Attachments: None

 

Lethal: Trip mine x2
Tactical: None

 

Perk 1: Sixth sense
Perk 2: Hard wired
Perk 3: Tactical mask

 

Wildcards: Danger close

 

To top