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Old 11-28-2005, 07:02 PM   #1 (permalink)
 
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Light Strategy

Being that the Light units feature the ability to use stealth as well as the largest quantity of implants, I have started this thread to see what combinations those who play on our servers have discovered to work well. Please post as follows.

Implant List
1
2
3
etc.

Weapon
-Name-

Description
-Why Do You Think This Combination Works Well-

Teamwork Possibilities
-How Can It Be Used With Other Classes/Greater Numbers-


I look forward to seeing what comes of this.
-Zephyr
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Old 11-29-2005, 05:11 AM   #2 (permalink)
 
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Re: Light Strategy

If I ever go light, it's only if I'm decking, in which case I take the folowing loadout:

Cyberdeck
Thermal
Stealth
SCS

Bolt Gun

My main combat class is heavy (I hate mediums, very rarely play as one). If I deck, I take this combo. SCS+Deck is obvious. Thermal, because I always like to have it handy, even though I'm quite good at spotting stealthers without it. And stealth because a decker who can stealth is very dangerous.
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Old 11-29-2005, 09:49 AM   #3 (permalink)
 
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Age: 25
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Re: Light Strategy

Cloaking Katana of Chaos......

I'm sure you can figure out the loadout Mostly used to assist in getting to and taking out enemy deckers, also really useful way to breach doors when heavies aren't using the sound implant to see you coming.

Which brings me to favorite heavy counter to claoked light: the sound implant, little red boxes follow them, even through walls. Way better target recognition than thermal, assists in easily blasting lights with a rocket as they approach a door
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Old 11-29-2005, 10:36 AM   #4 (permalink)
 
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Re: Light Strategy

Light Infiltrator

Implants:

SWT
CyberDeck
Stealth
Sound Suppressor

Weapon:
Boltgun

Description:
In the hands of a tactical player, this augmentation to the light class is almost unstoppable. Stealth combined with the Sound Suppressor in combination with SWT allows a player to get the jump on any casual defender/offender every time. Using the SWT to peak around corners, EMP grenades can be timed so efficiently that Stealth makes a light absolutely invincible against his foes. Not being able to be picked up on SWT extremely betters an Infiltrator's chances of covertly accessing what he/she is after. The boltgun allows for distractions with its remotely detonated electrical blast as well as firing around corners.

Teamwork:
Two or even three teammates with these augmentations can completely turn a game around for either side. Using their multiple numbers and practical invisibility to their advantage, the group can surprise opponents from all sides in complete silence. This counters the threat of thermal imaging due to its lack of IFF because the opponent doesn't know who fired the shot or even if that is a teammate on his left and right.
-Zephyr
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