NightHawk21 said:
The Crotch said:
Potential energy is a good perk for raiders who run with the shield pack, especially indoors. Some people use an ultra capacitor along with it. Or survivalist (get energy and health from ammo nuggets).
EDIT: And yeah, quick draw is a very good perk (to the point that a lot of people are hoping that it gets removed and everyone just gets increased weapon swaps and reloads across the board), and it works well for classes like the soldier and the brute.
For classes like the doombringer... not so much.
I don't think anything works for doombringer. That classes is really underpowered.
Super Heavy and Safety Third, then sit your fat ass on the flag, drop a force field in one oncoming direction, a bunch of mines around, and watch as pathfinder run into your face and die.If you have a sentinel, have them drop their claymore alongside your mines. Watch for high flyers and vehicles, use your Saber when they spot them.
If you're a sentinel, place yourself where enemies will be coming straight towards you. It's difficult to hit enemies flying at 200 sanics perpindicular to your position.
Raiders, you're built to destroy enemy defenses, go do that.
Infiltrators should go and blow up the enemy generator.
Techs are Gen defense, drop a light turrent in a corner, use thumper to kill the rest.
Pathfinders are flaggrabbers, with the right perks, discjumping, and a good slope, you can get up to 400 sanics.
Soldiers and Jugs are really mixed, they can be good at either base defense or base attack, depending on what's needed.
Brute are useless.
And because people are going to ask what a Sanic is, I'll leave this right here.