There are many other approaches to loading out your CyberPod:
"Armed to the Teeth," "Sneaky,"
"Sniper" and others. In fact, the number of load-out
variations is incredible, so don't get hung up thinking
these are the best load outs you can have. Different situations
work best with different load outs.
The "Hardened CyberPod" is designed to maximize
survivability. When available it uses Hardened Shield, Armored Hull, Heavy Capacitor and either an Automated
Repair or a Repair module. Automated Repair is preferable
in situations where you have high power. A Repair module
is much faster; once used it is gone, but it also repairs
your hull quickly.
To maximize your defensive load out, add another Repair
module and a Reserve Power module. If you really want to
make yourself safe, add a Jump Jet, so you can wig out on
a moment's notice. Finally, to maximize your invisibility,
add a Stealth.
If you load all those modules, you will have used 7 bays.
The other 3 should be loaded out for offensive capabilities.
If you want to be able to fire from long distance, add in
a Longshot. After all, it's harder to hit something from
a long distance. But if you're going to be in close combat,
You should have 2 or 3 modules left for weapons. Since
you aren't arming yourself to the teeth you have to compromise
on which weapons you take. Choose one energy weapon and
one explosive (preferably a Rockeye). Then decide if you
want another explosive or something to enhance your energy
For instance, you might want to get an enhanced weapons
capacitor to allow you to shoot more shots before you have
to let it recharge. Or you might want a Mega Cell, which
doubles the amount of energy your battery can handle (this
can be crucial in defense when you need that energy to jump
around. It can really ruin your day to be unable to jump
over a wall when you are pinned against it by an enemy)
which will keep both your defensive and your offensive capabilities
running longer in under-powered situations.
The "Armed to the Teeth" Option concentrates
on firepower. Due to the large number of weapon modules,
this approach has many variations. But generally you can
classify two major approaches: Energy Weapons, and Explosives.
Each of these expresses the emphasis of how you "arm
to the teeth."
Explosives give you a huge, though limited punch. The weakness
here is that once you've used up your explosives, your energy
weapons seem weak in comparison. The idea is to not let
your opponent realize this. If you plan to sustain a battle
using explosives, you will have to rely on Raven drops to
keep you supplied. A good player can coordinate drops so
that they are rarely, if ever out of explosives.
One approach to arming to the teeth with explosives is
to get 2 Rockeyes, 2 Grenades and 1 or 2 Cluster Mortars.
This gives you a heavy punch that can take out an enemy
quickly. With the remaining 5 or 6 module bays, you'll have
to make the choice on whether you will go heavy on energy
weapons or go heavier on defensive modules. Your choice
will depend on what kind of fight you plan to wage.
The energy weapon approach to arming to the teeth usually
involves a Gauss Cannon, or Tri-Shot, or both. A Gauss Cannon
does a lot of damage, but fires slowly and uses a lot of
your weapon capacitor. To be effective with this weapon,
you will want the heavy capacitor so you can fire several
shots before having to wait for it to recharge. You will
also want to shoot only when you know you are going to score
a hit. If you are a good shot, this is a good way to go.
Intense use of energy weapons requires that you have a
solid energy grid, preferably using Mega Towers. It is very
difficult to keep up the damage from the heavy energy weapons
setups. In cases when you are low on power, you will be
forced to shift to lower power guns in order to maintain
any chance of being effective. Generally, when you are out
of battery power, it is time to head back to your power
Close in fighting almost demands Tri-Shot. While not truly
tripling the potential damage your shot can make, it perhaps
more than doubles the normal weapon. Of course it uses more
energy, but nose-to-nose you can wreak havoc very quickly
with an opponent's shields and armor. Combine this with
shield disruption, and you can see that even should your
opponent run, you can still do damage to his hull if you
take down his shields.
One of the main tactics of being "Armed to the Teeth"
is the willingness to chase down your opponent. If you are
playing defensively, you will want to run when in danger.
The CyberPod pilot with blood in his eyes will want to run
down his opponent before he gets away to regenerate.
this in mind, you are going to find yourself in a situation
where you are out of power and desperately hoping to get
that last killing shot in. When you get it, it's a great
thrill, but if you happen to be running into a pack of defenders,
you are going to have to fight for your life. Pushing this
to the limit and succeeding will give you an intense rush.
Knowing when to chase and how far is something of an art,
but if you target your opponent, you'll know if it is worthwhile.
Remember that Cluster Mortar? When your opponent is nearly
dead, but you can't chase them any further, tossing a Cluster
Mortar ahead of them has the potential of finishing the
job for you.
The "Sneaky" approach is to set yourself up for
stealth and surprise. Using a Stealth or Cloak module will
allow you to get very close to your opponent before they
detect you. This often gives you a decisive advantage. The
"Sniper" stealth, to get in a few shots and then
hide behind his power before emerging from someplace else
to continue whittling away the opponent. Gauss Cannon makes
a great long-range sniper weapon, though it's highly unlikely
you'll be able to take out a CyberPod with one shot. This
works best picking off weakened opponents. Otherwise you
will have to be a very patient sniper to get some kills.
A variation on the "Sniper" is the "Ambusher."
This approach attempts to surprise the enemy and rain fire
and brimstone down upon them. Often this is done from above
but is also done sneaking from behind. The use of Jump Jets
and Hover Jets helps in setting you up for this.
Finally, there are the hybrids. That is, you can combine
each of these approaches to fine tune your load-out. For
instance a hybrid between the "Hardened CyberPod"
and an "Armed to the Teeth" CyberPod is a common
and popular approach. It gives you survivability with a
hefty punch. But whichever approach you start with, much
of the fun in CyberStrike 2 is coming up with a successful
and new load out strategy. Good luck.
Special Suggested LoadOuts
1. Ground Pounder
- Armored Hull
- Hardened Shield
- Mega Cell
- Heavy Capacitor
- Mass Driver
- Shield Disruptor
- Reserve Power
- Plasma Cannon
Run in with mass driver and shield disrutor to knock down
shields, then go in close with tri-shot/plasma cannon to
take out hull.