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#637192 ·published 2007-07-28 17:24 UTC
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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) Deflection Technology
5) 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.

~13) Intro To The Armors~2

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 (and is not to be confused with "energy cells", which acts as an ammo type).  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:

~BFor thickness:~B

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.

~BFor recharge rate:~B

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 the best 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.

Many electronic weapons do damages in 8 batches for every shot.  Since the electronic ignore blocks against each batch, you will effectively get +8 electronic ignore per shot for every +1 electronic ignore in your armor.

Conscript has innate armor.. I believe it's Ceramax VII.  That's why it has energy.  Energy is good.  Don't switch to another class unless you can afford armor.

(If you are already another class, and have no armor, at least get the Ceramax V.  It's only $250, and any armor is better than none.  Preferrably ask around for a good armor for your class and if you can afford it, buy.)

Cloaks/stealths usually have two numbers describing them, for example "[Lower = better] Cloak: 4/800, Stealth 2/600".  The first number is the amount of time the cloak/stealth deactivates when a weapon is fired; here cloak deactivates for 4 seconds and stealth 2.  The second number is how close an enemy has to be (in pixels) before they automatically see you, sensors or not.  Here if you get closer than 800 pixels they can see you on screen (although a little faintly), and closer than 600 pixels they can see you on radar.

Cloak/stealth detection has one number describing it, the maximum distance in pixels the sensors will allow you to see them.  In this case, lower is not better.

For additional information, check out Tombstone's Armor Guide at http://www.freewebs.com/tombstone312125/Infantry/CA%20Armor%20Guide.html

~14) Deflection Technology~2

If a big, mean gun is pointed at you, and you can't (or are unwilling to) dodge it, there are two ways you can go about deflecting it away from you: vector fields, or hedgehog grenades.

A vector field generates lines of force around you that push bullets away from you and to your sides.  Slow bullets are pushed straight away, while faster ones are slowed and nudged to your left or right, keeping you out of the line of fire.  Very fast bullets (or those where your timing is bad) might not be pushed enough to save you, however.  Bullets may have to be subjected to a vector field for some time before they are sufficiently deflected.  A vector field uses energy cells (the stuff you recharge manually) and you can usually maintain it for a few seconds before you have to recharge.

A hedgehog grenade also generates a vector field when it explodes.  I have heard that hedgehogs are stronger than any vector field (there is no way to easily tell).  However, the field is only maintained for about 0.5 seconds, and you have to wait about 1 second in between firing hedgehogs (although you can shoot other weapons in between).  This means that, while hedgehog is pretty effective against deadly single shots, it may not be all that useful against spammy guns, as their rounds usually last longer than 0.5 seconds.  There are also empty periods in which you are vulnerable.

~5Vector Fields (seconds use before recharging):~2
~B-Micro, Strong~B (6 sec)
~B-Narrow, Strong~B (2 sec) - Good against shrapnel or rockets that fly near you, but it cannot deflect bullets, unless you are running tail away.
~B-Wide, Weak~B (2 sec)
~B-Wide, Strong~B (1 sec) - Apparently the same as vehicle vectors
~B-Singular Vector Field~B (no recharge/reload) - A Wide, Strong Vector Field that uses itself (instead of energy cells) as ammo.  20 units = 1 sec of vector.  Costs $1,000 and weighs 1kg for every 20 units/1 second.  Rarely used outside of private arenas.  Don't even think of using it if you're poor.  When used, however, it allows you to constantly spam vector indefinitely (depending on how much you have).

~5Hedgehog Systems:~2
~B-Hedgehog Grenade~B (1 sec fire delay)
~B-Hedgehog APS Launcher~B (Spams 8 hedgehogs before 2 sec reload) - If anything can be vectored, this will do the job.  Good against spammy guns as well.  Used by engineers or squad leaders
~B-Hedgehog Tank APS Launcher~B (Basically a free hedgehog grenade) - Used on the Fafnir or Thor, this is just meant to support the vector field.  Doesn't do much by itself, but can be useful.
~B-Hedgehog Array~B (1 sec fire delay) - Vehicle vector, you will find it on skimmers or the Brummbar.  Fires 2 side-by-side hedgehog grenades at once, which allows you to protect a larger cross-section of the hull.  It is also significantly more powerful.  When combined with skimmers' backward speed, can avoid most things.

~BTips:~B

If you're using vector field, you will want a large recharger to replenish your energy cells.  This means at least a Heavy Cell.  Otherwise, you should use hedgehogs.

When carrying hedgehog grenades, 5 is a good number.  I usually carry 10 for excess.  More than 10 is just dead weight.

The longer a bullet is exposed to your deflection field, the more likely it is to be deflected.  This means that vectoring while running away will increase its effectiveness.

This also means you should use hedgehogs around 1 second before the bullet would otherwise hit.

Also implied is: the closer you are to the firer, the more difficult it is to deflect, not only because of lag.

Do not strafe left or right while deflecting.  Also, do not go left or right of someone who is deflected.  Fast shots will be deflected to the user's left or right, and you might well run into them.

If you are vectoring for other people, you'll want to account for the fact that the field will appear on their screen a little bit after it appears on yours', even if there is little lag involved.  It's not uncommon for a vectored shot not to hit on your screen, but to hit on someone else's, or vice versa.

~5Weapons that are easily deflected (among others):~2
-Shrapnel (from rpg frag sleeve, pzf wall piercer, etc)
-Rockets
-Grenades and nade spam
-Flamethrower - However you have to anticipate it and try not to be too close to the firer.  If you are far away a single hedgehog will usually suffice to allow you to escape.

~5Weapons that are resistant to deflection (among others):~2
-Gauss Minigun - Its speed makes it difficult to vector, even with a tank-grade vector field
-AEROD-5 - The beams are immune to deflection. Only its drones can be deflected, if you get close enough, and usually with unexpected results
-Vortex Grenade - Rarely can you deflect it far away enough not to be sucked in

~5Weapons that are almost impossible to deflect:~2
-Beam cannon - It goes so fast it is basically immune.  The most a tank grade vector field can hope for is to bend it a little, and you can only do that if it was basically about to miss anyway.  However, if you believe xThe_Shame, six people in an APC activating their vector fields at the same time once managed to bend an impacting beam 45 degrees, saving the APC.
-Sniper cannon - It similarly goes so fast it cannot really be deflected
-Flash Railgun - Its speed makes it extremely difficult to vector, although maybe not quite as impossible as the other two.

~5Weapons that are immune to deflection (basically, any plasma weapon):~2
-Anything under plasma in the store, including Unifier
-Plasma cannon - Used by Brummbar
-Any melee weapon

~15) Random Tips~2

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.

Type ?hq for a list of headquarters.  HQ rewards are divided evenly among the team, so smaller teams get larger rewards.  A hq valued around 600 or more is ok in a large arena and excellent in a small arena.  If you can make it onto that team (type ?team Teamname to join a team of name Teamname), help defend the hq and you will get periodic rewards.  If a team is about to destroy a hq, you can also join their team to leech off the rewards.  If anyone complains, direct them to the thread on the forums complaining about it.

Never build an Autocannon (AC) PDB in your headquarters room.  Any enemy who jacks it can kill the hq easily.

Lots of people are willing to donate money if you seem nice 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.

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

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 32243243  or if your name is Myname type :Myname:*experience 32324233

If you want to know what a weapon is, just ask what (username) is using.  It's likely someone will cough up.  You can test for BS answers in private arenas.

It's not necessarily a bad idea to spec an experienced player (or just a player of your preferred class) to steal good setups, tactics, etc.  It might take trial and error to find their armor config though, and you shouldn't count on them telling the truth.

If you like different setups, no one is stopping you from making multiple accounts.  Being able to easily switch to deal with situations is an advantage.  The disadvantage is that you must have enough cash to jumpstart the new account and be willing to get enough experience.

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

Weapons of note:
Vibro knife - You cannot go wrong with this weapon, even if you don't use a recharger (its energy use is negligable).  It weighs 0.2kg, and is quite useful for close combat, especially if you're not fat (if they run blindly into you, you can backpedal and gash them repeatedly without getting hit).    However, it might not be strong enough to stand toe-to-toe against some other melees - you might want to consider it a defensive weapon of last resort, in those cases.  Can be comboed with other melees.

1) Infantry

Armors of note:
-PF Generator - Activates for 10 seconds at a time and costs 600 energy cells.  Adds +1 electronic protection.  The electronic is especially convenient, since weapons such as the broiler, pulsar, particle accelerator, and powerfists do 8 different batches of electronic damage vs humans per shot, so total damage blocked will actually be +8 electronic per shot.
-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 (4-7 kinetic, 7-12 explosive), 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 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, at most 3 shots.  The Laser Rifle Overload (36 kin/9 electronic/30 drain) will kill in 3, at most 4 shots and the kinetic (40 kin/25 energy drain) or API (40 kin/3 bypass/20 energy drain) SI-4 'Zanbato' Auto Cannon kills in at most 6 shots.

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), the Broiler, under Energy (6 electronic/15 drain + 7*(5 electronic) vs people), and the Assault Shotgun (except against 6+ kinetic ignore).

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.  LR isn't that strong, but LRO is excellent for taking out large chunks of health [In terms of raw damage, LRO is weakest against shield armor, only doing 7.5 damage, but does significant energy drain].  Together, they're a decent combo.
-Pulse laser, under Lasers - Like a laser rifle, only with reduced delay between shots (from 100ms to 50ms).  Better against armors (assuming they all hit) as its quickness overwhelms their anti-multi hit/recharge rate.  Effectively it fires in pulses.  Not so effective against power armors, although it will eventually beat them down.
-Assault Shotgun [max damage: 9x(6 kin/6 drain)]- Used by many infantry nowadays, it is the most spamtastic of the SGs.  Fires 10 rounds in 1 second, though it has to be manually reloaded after.  Consecutive hits at that rate will manage to drain anyone's energy, making it a deadly weapon against anyone except those with 6+ kinetic ignore.  Its effectiveness decreases with distance; I consider this a last resort weapon.  However, it is one of inf's more effective counters against BlackOps.
-Battle rifle 2-4, under rifles
-RY-Tek AR + addons, under rifles - Never tried it but addons' been given good praise.
-Powerfist - Does very good drain (although an outer hit only does half drain) and large amount of damage.  Slightly difficult to use due to fire delay.  However, I recommend this over the fatass shredder anyday.

Config #1 (Weight: approx 49.5kg/23% 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]

PF Generator [+1 electronic, 600 energy cells for 10 seconds activation]

Pulse Laser
Vibro knife

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

This is the best armor 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 23.5% 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 completely outclass it in this area).  For example, it takes 2 shots of snub cannon to kill an inf using any other power armor setup, while here it will bring him to 0.4 hp.

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 most other power armor users 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.

Use the PF Generator, if convenient, when about to face someone using the UV-9 Pulsar or the XP-5 Broiler. (Or the Particle Accelerator and powerfists as well, although this is harder to tell).  Since these weapons do 7*(5 electronic) hidden damage against humans, PF will block +8 damage total per shot, making broiler and pulsar near-ineffective while your energy remains high (if you believe the stats, you will always be at 100% energy by the next shot, although in practice this is not always the case).  Of course, you'll want to kill them before the 10 second effect of the PF wears out.


Unfortunately, your weapons are not very good against heavily armored people, most notably other power armor infs.  Also, this setup does not have sensors.

Config #2 (Weight: approx 53.5kg):
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]

PF Generator [+1 electronic, 600 energy cells for 10 seconds activation]

Laser Rifle
Laser Rifle Overload
Assault Shotgun
Vibro knife

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

This is basically the same as the above config, except with weaponry changed.  LR/LRO is for long range combat, while assault shotty is for when they close in.

The LR/LRO combo is about as damaging as pulse laser against most people, but is somewhat more difficult to hit.  Unlike the previous config, however, both LRO and assault shotty are able to severely damage power armors (though shotty will not damage 6+ kinetic ignore).

Ass shotgun completely kills rushing broiler users.  When they run close to you just activate the PF and stand toe-to-toe against them.  You will win easily.

Shotgun is not necessary.  If you don't use assault shotgun, you weigh approx 47.5kg, one of the lightest effective power armor infs.  This is especially good for dodging and the long range nature of LR/LRO, and you are able to outrun other power armor infs and LRO them at long range.  However, ass shotty is also advantageous as a quick-killing and anti-BO weapon (although the latter is partially nullified by your lack of sensors).  It also helps against people who try to abuse min range.

Config #3:

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]

[...]

TS G-18 Machine Pistol
STC-S4ND11

[...]

10 Hedgehog grenades
5 Rations

This is another one for the aimers.  As of yet untried and untested.  I'm basically just stealing the weapons config from badgers.  Link the TS with the STC.  Assuming they all hit (and are linked well) the combo does severe damage against everyone.  The pistol has extremely high energy drain which, if followed up immediately by the rifle, theoretically causes severe damage (since the weapon switch time is virtually zero) although there are many variables.  Missing even one shot can reduce this combo's effectiveness severely against some power armor combos.

The total weight of these two guns is 4.5kg, making this config effective yet light, although there are a few blank spots to fill.  Notably, avoiding an energy cell would require giving up the PF.

Config #4 (weight as listed: 51.3kg):

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]

Phase Shift Armor [+10 thickness, recharge]
PF Generator [+1 electronic]
GS Generator [+1 bypass/drain]
IDF Generator [+1 kinetic]
SF Generator [+2 explosive]

[...]

Fusion Cell
10 Hedgehog grenades
2 frag grenades
5 Rations
[...]

This experimental config makes Config #1's tanky armor even tankier with the addition of constant phase shifting.  You cannot go wrong with Phase Shift Armor, so use it constantly to gain protection comparable to that of the old Power Armor Behemoth (it also weighs almost as much as Power Armor Behemoth zzz).  Use the other generators at need, depending on what type of enemy you are facing.

PS is exceptionally useful against high-caliber weapons, PF against 7x(5 electronic damage) weapons, GS against gauss or multiple-damage weapons like miniguns or sg.

Examples:
Verses Kinetic weps use PS, IDF.
Verses Lasers use PS, IDF, PF.
Verses Gauss use GS, PS, IDF.
Verses Shrapnel use IDF, PS, GS.
Verses Shotguns use IDF, GS, PS.
Verses Broiler, Pulsar, Powerfist use PF, PS, GS.
Verses RPF Shockwaves use SF, GS, PS.
Verses Minigun use GS, PS, IDF.
etc.

Note: it takes 3 seconds to completely recharge your cells, so immediately after activating a generator you are able to activate up to 3 more before needing to reactivate it.  When to use your weapons is, of course, a question to explore, and you should consider only activating 2 generators at a time and/or using a weapon that doesn't require energy cells.

Weapons config is intentionally vague, as I don't know what kind of weps you could use without getting too fat.

If you wanted to lose weight, the generator you use least would probably be the SF, followed by the GS.  If you want, you could just use the PS (and a cell of your choice) in addition to the old config.

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 least heavy of the ceramax line, 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 and does an additional 7*(5 electronic damage) against people] - 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 thickness, 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, and you don't have to worry about which side of the tank is being hit).  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) Hover Trooper

Config #1 (approx 8% over):
Sloped Armor
Armor Sloping (Heavy)
Dermal Fiber Graft [+5 thickness]
Cyber Eye [200 pixels cloak detection]

Cyber Eye Interface [200 energy cost for 15 seconds, 1200 pixel cloak detection]

Vibro Lance
HT Slash

Medium cell
5 Hedgehog Grenades
5 Rations

This is the most tanky HT config I can think of.  Sloped + Sloping gives 40% energy drain protection, so this tankiness is primarily dependent on not being hit by multiple shots before you can recharge (which is not too hard for a HT).  Using rations at the slightest emergency (say, when your hp is 30 or less) allows you to survive much longer.

With this armor config, you are able to use thinking's infamous technique of hugging a person while vibro lancing/ht slashing him to death.  If the person tries to use melee, just keep out of his range and use vibro lance, which has longer range than any other melee.  Preferrably, you should keep within minimum range of their other guns (which means they cannot hit you).  Because of your uber armor, you should be able to tank shots from the person's teammates until the person is dead.  This may take some practice, but not much.  You can, however, be overwhelmed if you are unable to kill quickly enough and the teammates are using sufficiently powerful weapons.  Go after the guys with crappy armor and strong weapons first.

You are already a little fat for a HT, but this isn't that great a sacrifice for the amount you tank.  It is actually a slight advantage for the "thinking technique", as you are able to more easily hug them.

Cyber eye is useful verses cloakers, especially as, with the interface, you are able to search and destroy from long range.

You may also add other weapons to your setup.  I have not tried this, so I cannot vouch for it.

Currently, BlackOps are the only significant threat, as they are a match for you in melee range.  You may consider adding one of the following weapons mainly for use against BO:

Zlite Carbine G6 (1.75kg) 6x100ms 12/16
STC-S4ND11 (3.5kg) 3x50ms 20/12
Gauss SMG 1 (5kg) 3x100ms 15/1.5/15
Shotguns
TS G-18 Machine Pistol (1kg) 3x60ms 11/16
Plasma SMG (2kg) 5 cells 8x100ms 10/4/15
G-Labs 86 'Apple' Plasma Pistol (1.5kg) 6 cells 5x150ms 10/4/20

In melee battles, the figure being chased has the severe advantage.  Use this ranged weapon to make them chase you.

4) 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.

5) 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 (more useful indoors than outdoors) 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.  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 1 or at most 2.  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.

It is not a good idea to use ceramax specops or too light armor with this.  Stray shrapnel from your own shots is able to kill you, even if you are far away from the impact point.

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).

6) Mobile Infantry

Items of note:
MI Hop Thrusters - Allows you to hop orange physics, avoiding most weapons.  You cannot fire weapons until you begin to descend.  There is a delay of about 0.5 seconds after you are on the ground before you are able to hop again.  Uses only 10 energy per hop.
MI Reverse Thrusters - Pushes you backwards.  Can be used 8 times before a very long reload.  Mostly used for escapes.  Personally, I have never had much occasion to use this.

Config #1: (approx 20% over)
Sloped Armor (40 thickness, 60 recharge, 20% energy drain, etc.)
Armor Sloping (Heavy) (+15% energy drain)
Dermal Fiber Graft (+5 thickness)
Dermal Ceramic Plating (+1 electronic ignore)

DZGL-69 or SI-3 'Tetsubo' GL
Vibro knife
Approx 4kg of GL ammo

3-5 Hedgehogs
5 Rations
2-3 Detpack (perhaps more if there are multiple targets within 1 jump from each other)
Laspack

This is a basing attack/defense config, at which MI are surprisingly useful.  Its first use is to suicide bomb structures (esp. pdbs or bunkers) via the detpacks.  You should start dropping the detpack in mid-air, the moment you no longer need any more forward thrust.  Be careful of landing too close to the pdb, or you may be warped away.

Similarly, one may also suicide bomb groups of infantry in crowded areas using the Laspack.

The only long range weapon you have is the GL.  You should use Moosicle's "air nade" tactic: fire the GL while still in mid-air, and immediately jump back up afterwards, minimizing the time you are on the ground.  In fact, you should spend as much time as possible in mid-air (and use rations) to increase your survival rate.  Although frag grenades release more shrapnel, I use the GL because its light ammo allows you to carry more.  It's your choice, though.

You might gather this isn't really the best street raping config.  You'd be right.

When jumping into bases, you are extremely useful as a distractor.  A mobile infantry can get half the nme team trying to kill him, cause all sorts of chaos like people RPFing the wall and killing teammates, because the consequences are dire if you do make it in.  If you see an empty PDB, you should of course jack it.

In defense, a lot of the time the enemy will make offensive PDBs or steal yours'.  MI is extremely useful for taking these out.

Stay away from walls.  Weapons with large proximity radii (broiler/pulsar, rpf) are able to damage you in the air, and walls trigger half of them.

Artillery shields are extremely annoying to MI, so whenever you have the chance you should rightclick on them and select the "Remove" option.  However, they can also do weird stuff such as warp you into another room.  The best part is, of course, that no matter how much the enemy team subsequently cries about it, it is their own fault for putting the shield up (I speak particularly for those bases with red physics, where there is no other need for the shields except to annoy the MI.)

There may be a better armor config.  MI as I have configured it does not really tank much, and can easily die when on the ground.  Ceramic plating is there to counter broiler/pulsar, two of the deadliest air-exploding weapons.  However, it cannot really save you from multiple consecutive hits.

7) BlackOps

Weapons of note:
Monoblade - Aka "homoblade".  A one shot kill if the enemy is in an area a little in front of you.  Easiest to hit in such a manner when you have momentum.  Takes a little practice, but is not fundamentally difficult to use.

Config #1 (approx 4% over):
STC-A1 UltraBlack (constant stealth, 35 thickness, 100 recharge, 3 kin, 4 explo, +25% mobility)
Armor Coating (+5 thickness)
Dermal Fiber Graft (+5 thickness)
Cyber Eye (200 pixel cloak detection)

Cyber Eye Interface (200 energy cells for 15 seconds of 1200 pixel cloak detection)
STC-A1 ADi (200 energy cells for 4 sec sprint, able to shoot in the last 2.5 seconds only)
STC-A2 (200 energy cells for 5 sec cloak)

Monoblade

Fission Cell
3-5 Hedgehog Grenades
Rations Kit
10+ Rations (use the kit whenever you have a private moment)

This is the only config where I don't recommend a vibro knife.  Although I tried it, so many people have melee to counter it and whenever they don't you're out of energy cells anyway.

Whether or not this is the ideal armor is yet inconclusive; however, it at least makes sense with BO's speed and high recharge.  Dont get hit, or if you do try not to get multi-hit too soon (shouldn't be too hard to do).

I personally don't use the cloak often.  I was never a real sucker for cloak, most people have sensors anyway, it wastes 200 energy, and it makes BO even more gay when you don't have to dodge, although people with no sensors will almost certainly die.

Cyber Eye is useful though, as every other BO tries to cloak against you.  Although it's easy to random dodge with your speed, it might otherwise take some time to kill them.

The general strategy I have is to spam rations.  Rations should be spammed whenever at all possible.  I usually count on having a constant 3hp/sec health regen, but this only works if you have spammed overlapping rations beforehand and are constantly spamming more.  BO don't get hit often, and whenever you do you're already charging back your health, making it much more difficult to kill you.

My general combat strategy (you will have to test how well it works with you) is to abuse the minimum range in this zone (which is caused by lag + high weapon velocities).  Hug the enemy.  You have to get close first.  Some weapons are harder to dodge than others, but none are really impossible, especially if you use lame tactics.  Once you get close, make every effort to stay close (how close?  Close enough so that all the victim's shots pass through you but not quite close enough to be meleed.)  That way you can continually recharge and fire off your monoblade when you miss.  As you do not tank a lot, however, you may be forced to make amends to this strategy depending on how many teammates the victim has.