You want a vantage point that exposes your enemy the most, and most importantly can see behind the base. With the new addition of SMG’s, they are now deadly if they can close the ground on their prey, quickly dispatching them with a few rounds and a slash of their knife.įind your closest firefight, preferably one that’s over a base. Using their hacking tools they can disrupt the enemies ability to resupply, while giving it to their own allies. They can move inside enemy territory with ease, allowing them to scout out enemy compositions and relay that information back to command.
Only the close minded will ignore this, instead using them solely as a sniping class.
Infiltrators can not only be effective from a distant, but are equally lethal in close quarters thanks to their cloaking ability. Here are my tried and tested loadouts for each class: I also won’t be covering MAX suits, as they have three pretty self explanatory weapons for dealing with infantry, ground armour and air armour respectively. Always defer to this weapon when you have a primary weapon with a high reload time. It will net you a kill on a target if you manage to hit all your bursts and is only recommended for close range engagements. It’s the default pistol for all classes and does it job when it comes to those “oh shit” moments.
All of this can make creating a cohesive loadout quite a daunting task.Ī quick note: in every loadout I recommend taking the TX1 Repeater as your pistol of choice. Every class has special equipment, weapons, weapon attachments and universal upgrades.
There is a lot you can do to your classes to make them unique and more importantly, more effective. We’ll add to this guide as we try more weapons and as SOE alter the balance of the game.