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Miscellany

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This class guide is basically the sum of my CA experiences.  This might seem a good thing at first, but my 

experiences are necessarily limited.  I am not one for exhaustive testing, and this fact is reflected in the 

guide.  I will only list those classes I am familiar with (and play a lot), and even then I will only list those 

setups I am familiar with.  There are undoubtedly hundreds of other good setups out there, and some may even be 

superior in some way.  This guide, therefore, is not supposed to be the be all, end all, but if you're a newbie 

trying to brainstorm some possibilities, you might find this useful.

Nevertheless, there are some pretty solid setups listed here, some of them closely guarded secrets which are only 

now being declassified.

I'll start the guide with an introduction to the most basic CA gameplay, without which you would be unable to 

utilize these setups to their maximum potential.  Next, I'll list my classes, describe some of their weapons, and 

outline a few setups and their uses.  Any contributions by other people are encouraged and are credited below.

BASIC CA GAMEPLAY

Contents:
1) Basic Introduction
2) Keyboard Configuration
3) Intro to the Armors
4) Random tips

1) Basic Introduction

CA is a fast paced zone, both in terms of bullet speeds, running speeds, weapon damages, and energy rates.  In 

some senses, it is quite newbie friendly, as everyone knows how to run around and shoot stuff.  With the 

remarkable array of store products, however, it can also be baffling, especially if you're a first time buyer not 

knowing what to get.  This is one of the reasons I wrote this guide.

Some people say that CA, because of its fast pace, takes no (dodging/aiming) skill, and is more a question of 

luck and strategy.  Does it, really?  I currently don't know.  However, I have designed this guide assuming that 

there is no skill in CA, only strategy and tactics.  I play CA without considering myself "skillful" and don't 

find myself at a great handicap, so long as my strategy is sound (this is a result of the fast paced gameplay, 

where tactics overwhelm the ability to dodge bullets).  Thus, it should be as accessible to the newbie who just 

follows instructions, as the long-time CA vet.

2) Keyboard Configuration

Nevertheless, you have to make sure you have the keys down.  (This is the same as in any other Infantry zone, but 

you cannot afford to have a crappy keyboard config, period, so I'm putting it here.)

On your infantry client (before you enter the zone), go to View --> Keyboard Configuration.

First of all, your "strafe left" and "strafe right" buttons should be one button each, and they should certainly 

not be linked to the "left" and "right" keys.  Doing this allows you to "circle strafe", or sidestep at the same 

time as turning, giving you a severe advantage.  Personally, my strafe left is "ctl" and strafe right is "alt".

Secondly, your weapon buttons should be simple and easy for you to use.  They should preferrably only be one key 

each, to avoid jamming.  My buttons are: z, x, c, a, s, d, q, w, e, 1, 2, 3, F5, F6, F7, F8, although other 

setups are certainly possible.

The zoom in and out buttons are certainly important.  Look for "adjust view out" and "adjust view in".  I 

recommend you change it to one button each.  Personally, mine are [ and ', respectively.  It is sometimes useful 

to use them in the nick of combat to improve your aim, although you have to be careful since using them slows 

your rotation down.  You should immediately try this out in game just to see what it looks like.

Make a note of the "Portal" button.  You'll need to use this to warp to a portal you set up (basically only 

happens for a beacon or shifter pack).

Be careful of conflicting keys.  Reassign any you might need.

If any of your keys are letters of the alphabet, checkmark the option that requires you "Press enter to type 

message".  You don't want to shoot something everytime you type.

Last but not least, make sure your key config is comfortable for you.  Your fingers should be able to reach them 

easily.

3) Intro To The Armors

Now we're ready to talk about our first in-game aspect: armor.  There is also a closely related gameplay aspect 

called "energy", which acts as a shield.  In this zone, your energy is "generated" by your armor.

Armor and energy affect how much damage you take from bullets.  Your armor (once you buy it) is always there: it 

blocks a constant amount of the damage from the bullets.  Your armor's "energy", on the other hand, is variable.  

You should think of it this way: your body is always surrounded by a shield that absorbs damage.  Your "energy" 

is the amount of power available to that shield.  When your energy is at 100%, all damage is blocked.  When it is 

at 60%, 60% of the damage is blocked, etc.  Your energy is brought down by weapons fire, and recharges on its own 

as time passes.  Needless to say, it is a good idea to have your energy as close to 100% as possible.

Once the damage penetrates the energy layer, it goes to the armor, which blocks some more of the damage.  

Unfortunately, armors are weak compared to the energy shield: most only block a relatively small portion of the 

damage.  Armor is good to have, but don't count on it too much.

To ensure you have 100% (or a reasonably high amount of) energy, you have to dodge so that there is a long period 

of time between bullets hitting you.  For example, if five bullets hit you evenly over 20 seconds, your energy 

would have had some time to recharge between bullets and you will take minimal damage from each bullet.  However, 

if five bullets hit you instantaneously, your energy would not have had time to recharge and will be beaten down 

increasingly with each bullet.  Each subsequent bullet will do increasing damage to your health, as your energy 

gets lower and more of it penetrates the shield.  Armor might be sufficient to block it at first, but as your 

energy keeps draining it will get overwhelmed.

This seems easy enough to understand, so let's get on with the application.

---

In CA, the total amount of energy you have, and its recharge rate is dependent on the armor you're wearing.  If 

you have no armor, you have no energy tank or recharge (which, incidentally, means you take full damage from 

bullets... not desirable).  CA has weird names for "energy" and "recharge".  "Energy" is also referred to as the 

armor's "Thickness", and "Recharge rate" is called the "Anti-multi hit".  Don't let these terms fool you.

Different armors have different "thicknesses" and "anti-multi hits" (which means that their energy tanks are of 

different sizes, in kilojoules, and their recharge rates are different).  Shield armor, for example, has a 

thickness of 180kj, and recharge of 20kj/sec, while assault armor has a thickness of 60kj and recharge of 

60kj/sec.  You might be guessing that it is generally desirable to have high thicknesses and recharge rates; 

you'd be right, and here we see why:

For thickness:

Say you're using an armor with 180kj thickness and you're shot at by a bullet that does 15kj energy drain.  

You're left with 165kj.  The percentage of the damage that is blocked is 165/180=91.7%.  You only take 8.3% of 

the bullet's damage.

On the other hand, say your armor has only 60kj thickness.  The bullet hits and leaves you with 45kj.  The amount 

of damage blocked is merely 45/60=75%.  You take 25% of the bullet's damage.

For recharge rate:

Five bullets are coming for you at one second intervals.  Say they do 10kj energy drain.  Your armor has 100kj 

thickness.

First, say your recharge rate is 10kj/sec.  After each bullet hits, you are fully recharged to 100kj before the 

next one manages to hit.  You are protected 90% damage from each bullet, and take only 10% damage.  Not bad.

Now say your recharge rate is 0kj/s.  After the first bullet hits, you'll have 90kj left, then 80kj, 70, 60 and 

50.  The first bullet does 10% damage and the second does 20%, 30%, ... 50% damage.  Because the bullets are 

hitting faster than the shield recharges, the shield keeps getting weaker and you keep taking more damage.

---

As you can see, high thickness and recharge rates are generally desirable.  Also desirable is to have a high 

ignore protection on your armor.  If you view an armor's info in the store and scroll down, you will see the 

ignore protection of the armor on each type of damage (next to it is the percentage ignore, which is usually 0).  

Ignore means, when a bullet hits, the armor will block out that much of the bullet's damage (assuming it's the 

same damage type, of course). The rest of the damage goes to your health.

All this seems pretty clear, maximize the thickness, recharge rate, and ignore, but here's the tricky part: no 

armor is "good" in all 3 aspects.  Shield armor, for example, has the best thickness (180kj), but bad recharge 

(20kj/s) and no ignore.  Drop armor has good recharge (150kj/s) but average thickness (40kj) and ignore (2 

kinetic ignore, 2 explosive).  Some armors protect better against some damage types than others, some against 

spammy guns, others against large guns.  There is simply no "best" armor.  To confound this point, these armors 

have different weights.  Some of them are quite heavy, and will slow your character down more than others.  

Ultimately, you will have to choose for yourself.  To help you choose, I've compiled a few basic facts on this 

area:

Most "light weapon" shots do 15 energy drain.  Moderate and heavy weapon shots do 30+ energy drain.

In terms of thickness, 40-50kj is average
, 50-60 decent, 80+ pretty good.  (This depends on the situation 

though.)

In terms of recharge rate, 40kj/s is ok, 50-60 is average, 
80 good, 100+ very good.  (Situational.)

Thickness is good for tanking large caliber shots (high damage and/or high energy drain).

Anti-multi hit (recharge rate) is good against multiple hits (doh), which means it does well against spammy 

weapons, although it does have its limits.

You can see how much energy people have by the pink numbers next to their name.  You can also see if your weapons 

are hitting - if they are, their energy will go down.  If someone's energy is low, it means they are more 

vulnerable.  You can also guess what armor they are using based on their max energy and class.

Conscript has innate armor.. I believe it's one of the ceramaxes.  That's why it has energy.  Energy is good.  

Don't switch to another class unless you can afford armor.

For additional information, check out Tombstone's Armor Guide at 

http://www.freewebs.com/tombstone312125/Infantry/CA%20Armor%20Guide.html

4) Random Tips

^ Don't switch from conscript until you are able to afford armor.

To get money, it's not a bad idea to tag along with a rape group.

Lots of people are willing to donate money if you play and ask nicely - Just something I noticed.

Not all weapons damage a tank.  Additionally, the general rule is that the gunner of a tank can only be damaged 

from shooting the back of the tank, even with legitimate AT weapons.  Although it's not supposed to be that way 

anymore, you might want to play it safe.

Bypass damage will damage people in tanks.

Rightclick on most things to find info on its stats, including how much damage it does/ignores.

You can test stuff in private arenas.  Type ?go arenaName to create or join an arena of arenaName.  Type ?arena 

to get a listing of the arenas.  If you created the arena, you can send the mod commands *cash and *experience as 

personal messages.  To send to yourself, one way is to have your name selected and type /*cash 3224324322  or if 

your name is Myname type :Myname:*experience 32324233

Although being in a vehicle offers some protection, you need armor to be fully or almost-fully protected from 

weapons.

What is "linking"?  To "link" two weapons together is to fire them one right after the other, with no fire delay 

in between.  This allows for increased damage, as the victim does not get any breathing room to recharge their 

energy.  Linking is used, for example, with the sawed off shotgun followed by a rifled burst, or with the 

silenced pistol followed by the silenced smg.  Some weapons cannot be linked, while others are linked to deadly 

effect.  You can try weapons out in private arenas to see if they can be linked.

CLASS SETUPS

1) Infantry

Armors of note:
-The SI Power Armors, under custom armor - These are currently considered the "best" overall armors in game.  

They generally have high recharge rates (70-100kj/s), high damage ignores (5-12), and medium thicknesses (50-

60kj).  They are very good for tanking spammy small arms fire.  Its weak link is, of course, the moderate 

thickness, which implies right away they are vulnerable to weapons of large caliber (high damages and/or energy 

drains).  Snub cannon (45 kin/45 energy drain) and Gauss cannon (50 kin/5 bypass/30 drain) are examples of those 

that will kill a power armor user in 2, or at most 3 shots.  Moderately large weapons such as the Laser Rifle 

Overload (36 kin/9 electronic/30 drain) will kill in 3, at most 4 shots.  Battle rifle 2-4 will eventually beat 

down the infantry's health, as the bullet does enough damage to pierce his shielding.

Demo weapons also work like high caliber ones, but they have so much hidden damage I am not going to speculate.  

An RPG kills in usually 1, at most 2 shots.  A multi missile kills in usually 2, at most 3 shots.

In practice, however, power armors are also vulnerable to spammy weapons of semi-moderate caliber, as the spam 

overwhelms its recharge rate.  The most prominent examples are the Gauss Minigun (30 kin/3 bypass/15 drain) and 

the Broiler, under Energy (6 electronic/15 drain).

Power armor infs are especially vulnerable against these weapons, as the weight of their armor hampers their 

movement.

Weapons of note:
-Laser Rifle/Laser Rifle Overload, under Lasers - improved version of flashlight/a more powerful beam of that.
-Pulse laser, under Lasers - Like a laser rifle, only with reduced delay between shots.  Better against armors 

(assuming they all hit) as its quickness overwhelms the anti-multi hit/recharge rate of armors.  Effectively it 

fires in pulses.
-Battle rifle 2-4, under rifles

Config #1 (Weight: approx 48.5kg/22% over):
Power Armor SI-5 [4 kin ignore/8 explo ignore/10% energy drain reduction, 60 thickness/100 recharge]
Armor Sloping (Heavy) [Reduces energy drain from all weapons by 15%]
Dermal Silk Graft [+20 recharge rate]
Dermal Fiber Graft [+5 thickness]

Pulse Laser
Vibro knife

Heavy Cell
Vector field - Narrow, strong
10 Hedgehog grenades
2 frag grenades
5 Rations

This is the best setup I was able to find.  It is the most energy-intensive power armor setup I know of, with 

65kj thickness and 120kj/s recharge rate.  It does not tank small spammy weapons quite as well as some other 

setups due to the low ignore, but the high energy rate and 24.5% energy drain reduction on each bullet helps 

ensure that the inf will always be near full energy.  The large energy ignore and relatively high thickness 

ensure that this setup is the best for tanking high-caliber weapons using power armor (although things like 

Shield Armor totally outclass it in this area).  For example, it takes 3 shots of snub cannon to kill an inf 

using this setup, while only 2 against any other setup.

When I was choosing my setup, however, what really made the decision for me was the weight.  SI-5 weighs 4.5kg 

less than the next power armor, and the entire setup is extremely light for a power armor setup.  This is 

important as the setup is strongly energy-based; the user must keep his energy high.  The high recharge rate will 

not save the inf if he is unable to dodge.  Additionally, the setup is so light that one has a modest chance to 

out-melee a blackops, which is much better than any other power armor user can say.

Use vector field against nades or small rockets that land near you and, just as importantly, shrapnel.  This 

vector is generally not strong enough to deflect weaponry, unless you are running tail away from it.  The 

hedgehog grenades are a stronger deflector but you can only toss one every second.  Use each of these to keep 

your energy high.

Rations are the key to surviving 10 times longer.  Use them at the first sign of emergency (say if you're on 30 

hp or less).  You will normally lose health at a pretty slow rate, the enemy's guns slowly penetrating your 

shields.  Rations are the perfect counter to this, increasing your hp slowly.  Speaking of which, do not be 

afraid to run, if it reduces your health loss long enough for the rations to take effect.  I have turned tail 

from surprise rape groups with 8 hp to kill several of them and come out with 40 hp a few minutes later, because 

they could not beat my health down quickly enough for the rations to replenish it.  This is partially why pulse 

laser is my preferred weapon: you can shoot a pulse, run, shoot pulse, etc.

Unfortunately, your weapons are not very good against heavily armored people, most notably other power armor 

infs.  Also, this setup does not have sensors.

2) Heavy Weapons

Armors of note:
Ceramax Specops armor, under special armors - Relatively weak armor, with only 29 thickness and 30 recharge.  It 

is the lightest of the ceramax line, however, at 5.5kg, and its lightness is useful for fast configs.  It also 

gives the user stealth, and provides him with stealth/cloak detection, making it pretty useful if you think you 

can take the heat.

Weapons of note:
-Snub Cannon, under MG/Cannon [45 kin/45 energy drain and does an additional 38 kin/7 bypass against vehicles] - 

Equivalent to a sniper cannon in damage but slow moving.  Fires once every second.  Usually kills people in one 

or two shots.  People with shield armor, however, will tank up to 4 shots before dying.  An excellent tank 

killer, but you have to survive long enough to shoot it and have decent aim.  It can also be vectored easily.  

However, this is one of those weapons that will damage the gunner regardless of which side of the tank is hit.  

It may also damage mobile infantry, although this is a sometimes thing.  Sadly, however, the penetrator does not 

work against small vehicles such as mechs or bikes - a bike can tank more than 2 shots of snub.  It is also not 

very useful against skimmers because of its slow speed.

-Gauss Minigun, under Gauss - You should not count on making money when you use this.  Its rounds are very 

expensive, and I barely break even, and usually waste a few thousand or more each day.  However, this is a fun 

weapon.  It will kill just about any human, although with the better armored ones you may have to hit 5 or more 

CONSECUTIVE shots to do so (non-consecutive shots will allow their energy to recharge).  Its bypass is also 

decent against tanks (or, rather, the people inside them) though it does not seriously damage the tank itself, 

and this ability has become less lethal with the introduction of rations.  Minigun, however, is probably the best 

weapon to use against skimmers/bikes.  Beause of its high speed, it is difficult to vector and can be used to 

"snipe" targets at longer ranges than other guns.

-Broiler, under Energy [6 electronic/15 energy drain] - A spamtastic short/medium range gun.  Verses people, this 

is comparable to the gauss minigun, and actually surpasses it when used indoors.  Against heavily armored people 

you will need to hit several consecutive shots to kill.  Also, it usually takes 2 rounds to make a kill, so a 

broiler user should be using heavy, not light armor.  Broiler has an insane splash damage radius, and you can 

actually kill someone near a wall by shooting at the wall.  Its splash damage is also able to kill mobile 

infantry who are standing on green, yellow, or orange physics (although it doesn't damage them on purple or 

higher).  Bullets are moderate speed and can be vectored, so it is preferrable to stand near the target for 

maximum hitting.  Does 1 damage against vehicles.  Because of the weapon's light weight (5.7kg) most people carry 

a secondary weapon along with it.

-Sonic Cannon, under Sonic - The best wall/sandbag/gate killer in the game.  Whenever this weapon hits something 

it causes its initial explosion, which does the damage listed in its stats.  Several seconds later, a secondary 

explosion also forms, which does no damage to people but kills walls in one blow.  Rune also discovered the 

interesting property of this weapon as a sniper rifle, as it goes very fast and its primary explosion kills many 

people in one shot.  Against heavily armored people, however, it may take more.  Not good against vehicles.

-Flamethrower, under flamethrowers - I'm not very familar with this gun except to say that the explosive rounds 

are able to kill people in tanks.  However, this weapon is relatively easy to vector.


Config #1 (approx 28kg, 3% over):
Ceramax Specops Armor [29 energy, cloak and stealth detection, stealth for the user, etc]
Actuators (Acceleration) [+15% accel]
Muscle Replacement [+15% top speed]
Skin Sheathe [Rudimentary cloaking]

Snub cannon
Vibro knife

60 Ammo Cannon
10 Hedgehog Grenades
3-5 Rations

This is a quick strike and running setup.  Its weight was minimized by the relatively crappy specops armor (which 

has nifty items that are also useful to you) and the lack of a powercell.  It was made as a tank hunter config, 

but it has other uses.  It has the best stealth and cloak heavies can get (which, admittedly, is not very good) 

so that they may get close to a tank without being noticed and be able to unleash its firepower.  It is extremely 

fast for this same reason; it runs about 15% faster than the average person on 0 weight.  5 hits will kill most 

tanks, sometimes less.

The snub cannon is both a close and moderate/moderately long-range weapon and is also somewhat useful for 

sniping, both against stationary mechanical targets (though not moving ones) and people, preferrably those who 

are headed toward you in angar.

This config will help build up your aim (although the snub sometimes veers to the left or right).  Against rape 

groups, you can run away from them and in doing so exploit any speed differences, taking out your pursuers one at 

a time.  Because of your light armor, however, you have to hit them before they hit you.

Config #2 (approx 22% over):

Ceramax Specops Armor [29 energy, cloak and stealth detection, stealth for the user, etc]
Actuators (Acceleration) [+15% accel]
Muscle Replacement [+15% top speed]
Skin Sheathe [Rudimentary cloaking]

Gauss minigun
Vibro knife

200 Ammo Gauss (can have more, as it is pretty light)
10 Hedgehog Grenades
3-5 Rations

This is basically the same as the previous setup, except you use the dreaded gauss minigun rather than the snub 

cannon.  This was also originally made as a tank killer and pretty much works the same way, and gauss' accuracy 

and speed helps you in "sniping" far away targets.

Personally, I prefer the snub setup for hunting tanks, as it is lighter and snub is, in some ways, more lethal 

(it does more damage against the tank itself, although less against the person inside).  Gauss is acceptable for 

this task though, and is the preferred weapon against skimmers or bikes, because of its high velocity and their 

low hp and kinetic ignore.

As mentioned above, don't expect to make money with this setup.  Expect, in fact, to lose some everyday.

Most people use gauss with more powerful armor.  As I have never tried that setup, I cannot vouch for it.

Config #3 (approx 10% over):
Assault Armor [60 thickness, 60 recharge, etc]
Actuators (Acceleration) [+15% accel]
Muscle Replacement [+15% top speed]
Dermal Silk Graft [+20 energy recharge]

XP-5 Broiler
Sonic Cannon
Vibro knife

Fission Cell
10 Hedgehog Grenades
3-5 Rations

This is the preferred base assault setup, and can be used other places as well.  In base assault, sonic cannon is 

the wall destroyer and broiler is the people killer.  In the tight spaces of bases, broiler's splash damage 

simply rips people apart.  If there are many people in a tight area or small room, you can easily get multikills, 

preferrably by shooting them directly but sometimes by shooting at the wall.  Unfortunately, this setup has just 

about nothing against mechanicals.  If you needed, you could still spare some weight for laws/avms.

This config can be utilized in base defense, though I'm not sure how the sonic cannon would be used in that case. 

 Obviously, you should rip apart any enemy walls, but it seems broiler becomes the prominent weapon in that case.

You can get kills through the wall via broiler's splash damage if they are close enough.  You can kill mobile 

infantry who are standing on anything orange physics height or lower with the splash damage.

Sonic cannon can also be used for "sniping".

Some people replace sonic cannon with another secondary weapon, such as flame throwers.  I have never tried those 

setups.

This setup does not have sensors.

---

Note that, with none of the above setups should you seriously fear blackops.  As you are faster than the average 

person, you should often be able to outmelee them with your vibroknife.  Config #2 should actually fear them 

most, as it is fattest, so users of #2 should try to gauss the BO before they get too close to use the minigun.

3) Commando

Config #1:
G-Labs Chaemelion Suit
...

TS-SG 19 Machine Pistol (under pistols)
Kinuochi smg (under smgs)
Vibro knife
...

...
...

At some point in time I used this config.  It is quite useful.  The Chaemelion suit renders you always invisible, 

even when firing weapons, unless you get too close to the enemy, at which point they automatically see you, 

sensors or no.  This is very useful since your weapon of choice is a linked pair of short-ranged weapons.  If, 

when you fire, the victim does not see you, he will not attempt to dodge, making your assault much more 

successful.

To "link" these weapons means to fire them one right after the other, with no fire delay in between.  You have to 

fire the pistol before the smg; otherwise the linking will not work.  Also you should probably practice getting 

the delay as close to zero as possible.  I find that if you start shooting the kuniochi before your machine 

pistol even finishes firing, the link is more likely to be successful.

This linked pair is lethal.  If all the shots hit, it will insta-kill the vast majority of people, although I 

haven't tested it against the inf power armor, which is likely to prove most resistant.

This is a fun combo, but it requires a lot of aim.  If too many shots are missed, not enough energy will be 

drained, and the linked combo will lose its lethality.  I used it for some time before realizing I didn't have 

enough aim for this task..uhm, I mean, that my kill rate was too low for my taste.  However, it might just be the 

one for you.

4) Demo Trooper

Demo has so many possible combos it would be useless to list them all.  I'm basically listing the possible weapon 

combos, as that is what defines the demo anyway.

Weapons of note:
RPG - I basically carry the RPG to use its special rounds, among which are: the RPG tandem, RPG thermobaric, and 

RPG frag sleeve.  The RPG tandem does severe damage against mechanicals.  The RPG thermobaric sucks everyone into 

it, has a primary explosion close to the epicenter that kills just about everyone, then sends out shockwaves in a 

huge radius that kills or severely damages everyone else, depending on how dispersed they are and their armor 

(more useful indoors than outdoors).  The RPG frag sleeve is short ranged and has a fixed explosion point, at 

which point it explodes into a lot of shrapnel.

Multi missile (8-10x) - Spams rockets at a fast rate.  Usually a one shot kill against each person, although a 

power armor inf may eat 2 or at most 3.  Also very good against mechanicals or tanks (or even headquarters).  Its 

primary disadvantage is its weight.  Each upgrade (for number of missiles in each round) adds 5kg to the weight 

of the unit, and the weight of the rockets is high in itself.

Config #1:

(Pretty strong armor)
...
...
...

RPG
3-5 frag sleeves
2-3 rpg thermobaric (if you know you're outside you can carry less)
1 rpg tandem, possibly more if you know you need to kill mechanicals
Vibro knife

10 hedgehogs
some rations
no energy cell (as if you didn't weigh enough)

Good for base assault or defense, or even tank hunting.  Most demos are fat, however, and this one is no 

exception.  Also, you might have trouble fighting solo, depending on how experienced you are.

If there's a big gun pointed at you, you'll probably have to use the hedgehog, as you may be too fat to avoid it. 

 Be afraid, be very very afraid of blackops.

Config #2:
(Pretty strong armor)
...
...
...

Multi missile 8-10x
Vibro knife

10 hedgehogs
around 25-30 rockets
no energy cell (faat)

Again good for base assault or defense, or even tank hunting... if you can get close enough to haul those 

missiles at the tank.  You are, however, fat as hell, so good luck.  A lot of the times I wouldn't even make it 

to the enemy base.. even though I could outspam everyone with those rockets, I was just too slow I'd end up 

spending all my time trying to get past.  Obviously this is better with a team.

Use hedgehogs when you can't dodge.  And.. blackops eat fat people for breakfast, and there's absolutely nothing 

you can do about it except hope your rocketspam hits (perhaps even the odds by going to crowded places).