Post by TheGrandKababi on Oct 2, 2011 21:13:16 GMT -8
Transitional classes are the hybrids of the human load out world. They take a partial emphasis on the main goals of each class and employ them into a load out and combat doctrine. The Transitional Classes are as follows: Assault (Scout + Heavy), Bombardier (Scout + 'Nader), Sharpshooter (Scout + Ranger), Artillery (Heavy + 'Nader), Rifleman (Heavy + Ranger) and SWAT (Ranger + 'Nader). In terms of rarity, Artillery and Riflemen are the rarest, with SWAT and Sharpshooter following that, and with Assault and Bombardier being the most common Hybrids.
The Assault
The Assault is named after what it's born for: Assault. Overwhelming high speed violence is to the Assault as water is to fish. It sacrifices the majority of the Scouts stealth and a sometimes a part of its speed for a significant amount of the Heavies firepower. It would be more appropriate to call this a Scout-Attacker hybrid class, although theoretically a scout well versed in on the fly reloads and herding could pull off a Scout-Defender hybrid.
Load outs keyed towards this class generally include overvolted electric blasters and electric pump added pneumatic blasters. Modified Vulcans, Stampedes, and Fireflies are all possible weapons, and dual wielding is definitely an option.
Encounters should always be entered unless the Assault is low on ammo or very significantly outnumbered. Herding, as well as distraction techniques and mobile shooting are key to dealing as much damage as safely as possible to the horde. Humans with severe suicidal deviation are recommended for this class.
The Bombardier
The Bombardier is a class focusing entirely on using the lightest possible Grenadier weapons to deal as much damage as possible. Socks, Grenades, Poppers, and shot gunned pneumatic blasters are all potential constituents of the Bombardier class, and specialization into any of the Grenadier subclasses is possible.
Encounters, while less aggressive than the Assault, should still be by no means conservative. Skirmishing and herding are vital elements of Bombardier strategy, and should focus on using the Grenadier style unorthodoxy of this build to sow chaos and confusion among zombie ranks.
The Sharpshooter
The Sharpshooter is the least inherently aggressive of the Scout hybrids, as it combines with the very conservative Ranger build. In terms of load out a Sharpshooter should employ an accurate, light, and relatively easy to reload blaster. Minimized Longshots and several off brand bows are very solid recommendations for this. Combat strategy consists of using ranged attacks to stun horde members, while fleeing and using speed to keep zombies at range.
Encounters should generally be avoided unless the horde is at range and the Sharpshooter has surplus ammo.
The Artillery
The Artillery is focused almost entirely on firepower, especially moderate range firepower focused on short bursts. Pneumatic blasters, especially Titans and Drain Blasters that have been absolverized are the key component of Artillery load outs. Artillery attacks should almost always be reserved for a massing horde, to ensure that darts deal as much damage as possible.
Encounters using the full force of an Artilleries strike should be reserved for hordes, but if the Artillery can carry a sidearm they should feel free to use that in smaller encounters.
The Rifleman
Riflemen are a rarity, as there are very few blasters which both combine range and rate of fire. That said, any blaster capable of these is a powerful combination. High rate of fire strikes against hordes of zombies allow for devastating damage to the horde. The increased range of a Ranger, combined with a Heavies firepower, allows for long distance damage to hordes and preventative efforts against hordes massing.
The Rifleman should focus almost exclusively on massing hordes, barring the need to fight for survival.
SWAT
SWAT players use a combination of distance reliant Ranger weapons and close in effective Grenadier sidearm to produce a class capable of dealing with both long and close range with effectiveness. Usually the Grenadier half of the load out is used as holdout weaponry, specifically when being rushed or ambushed.
SWAT engagement is almost entirely reliant on player skill. A good Ranger with SWAT elements in their load out will generally prefer range unless forced in close, while a skilled Grenadier will only take a few pot-shots before attempting grenade and sock use. The ideal SWAT will engage at range, herding for as long as possible to thin faster horde members, and then begin lobbing socks and grenades when in close.
The Assault
The Assault is named after what it's born for: Assault. Overwhelming high speed violence is to the Assault as water is to fish. It sacrifices the majority of the Scouts stealth and a sometimes a part of its speed for a significant amount of the Heavies firepower. It would be more appropriate to call this a Scout-Attacker hybrid class, although theoretically a scout well versed in on the fly reloads and herding could pull off a Scout-Defender hybrid.
Load outs keyed towards this class generally include overvolted electric blasters and electric pump added pneumatic blasters. Modified Vulcans, Stampedes, and Fireflies are all possible weapons, and dual wielding is definitely an option.
Encounters should always be entered unless the Assault is low on ammo or very significantly outnumbered. Herding, as well as distraction techniques and mobile shooting are key to dealing as much damage as safely as possible to the horde. Humans with severe suicidal deviation are recommended for this class.
The Bombardier
The Bombardier is a class focusing entirely on using the lightest possible Grenadier weapons to deal as much damage as possible. Socks, Grenades, Poppers, and shot gunned pneumatic blasters are all potential constituents of the Bombardier class, and specialization into any of the Grenadier subclasses is possible.
Encounters, while less aggressive than the Assault, should still be by no means conservative. Skirmishing and herding are vital elements of Bombardier strategy, and should focus on using the Grenadier style unorthodoxy of this build to sow chaos and confusion among zombie ranks.
The Sharpshooter
The Sharpshooter is the least inherently aggressive of the Scout hybrids, as it combines with the very conservative Ranger build. In terms of load out a Sharpshooter should employ an accurate, light, and relatively easy to reload blaster. Minimized Longshots and several off brand bows are very solid recommendations for this. Combat strategy consists of using ranged attacks to stun horde members, while fleeing and using speed to keep zombies at range.
Encounters should generally be avoided unless the horde is at range and the Sharpshooter has surplus ammo.
The Artillery
The Artillery is focused almost entirely on firepower, especially moderate range firepower focused on short bursts. Pneumatic blasters, especially Titans and Drain Blasters that have been absolverized are the key component of Artillery load outs. Artillery attacks should almost always be reserved for a massing horde, to ensure that darts deal as much damage as possible.
Encounters using the full force of an Artilleries strike should be reserved for hordes, but if the Artillery can carry a sidearm they should feel free to use that in smaller encounters.
The Rifleman
Riflemen are a rarity, as there are very few blasters which both combine range and rate of fire. That said, any blaster capable of these is a powerful combination. High rate of fire strikes against hordes of zombies allow for devastating damage to the horde. The increased range of a Ranger, combined with a Heavies firepower, allows for long distance damage to hordes and preventative efforts against hordes massing.
The Rifleman should focus almost exclusively on massing hordes, barring the need to fight for survival.
SWAT
SWAT players use a combination of distance reliant Ranger weapons and close in effective Grenadier sidearm to produce a class capable of dealing with both long and close range with effectiveness. Usually the Grenadier half of the load out is used as holdout weaponry, specifically when being rushed or ambushed.
SWAT engagement is almost entirely reliant on player skill. A good Ranger with SWAT elements in their load out will generally prefer range unless forced in close, while a skilled Grenadier will only take a few pot-shots before attempting grenade and sock use. The ideal SWAT will engage at range, herding for as long as possible to thin faster horde members, and then begin lobbing socks and grenades when in close.