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The ArmouryHEAVY GEAR COMBOS

Usage: Heavy gear combinations are intended for medium to large water skirmishes. There is really little point to using them in small water fights since most others would just run for their dry-lives. They can also be used for hit-and-run missions, but the size and number of weapons will restrict movement. Heavy gear combos are really meant for use in large battles, but it is often good to have the support from teammates in light/medium gear in case one finds oneself under heavy fire. Snipers may also find the heavy gear combos of use, but mobility is limited so sprinting away after the first shot is made can be difficult.

Principle: Decent mobility weapons and gear combination though power more important than either stealth or speed.

Base-Gear: Optimal clothing and stuff to keep handy:

  • hiking boots
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small/medium/large flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • five to ten water-balloons (just in case)
  • a good-sized arm/weapon shield
  • small walkie-talkie
  • 2 x 2 Litre water bottles (for filling away from base)
  • backpack (for stuff and weapons if needed)

Weapon Combos: Ideas for making the most of one's armoury:

Heavy-Low Combo: CPS 2000/CPS 2500 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/XP110/SC 400/SC 500/SC 600 as back-up - combo to outclass most CPS-users out there and can last in a large confrontation. Best to use when supported by another with light/medium gear.

Heavy Combo I: CPS 2000/CPS 2500 with XP150/XXP 175/CPS 1000/CPS 1500 as back-up - serious water-power (and one of my favourite combos) Mobility still decent, but the amount of drenching power within reach is quite impressive.

Heavy Combo II: CPS 2000/CPS 2500 with SC Power Pak as back-up - almost equivalent as Heavy Combo I, but has a better punch thanks to the SC Power Pak's 3.4-non-stop-litres of water-firing ability.

Heavy Combo III: CPS 3000 with SS 30/SS50/SS MDS/XP 20/XP 40/XP 65/XP 70/XP 75/XP 90/XP 110/SC 400/SC 500/SC 600 as back-up - ...as if the CPS 3000 needs back-up, but just in case, this weapon combo is good for extended missions.

Heavy Combo IV: CPS 3000 with XP 150/XXP 175/CPS 1000/CPS 1500 as back-up - a heavier version of Heavy Combo III. With high intimidation factor, a teammate with light/medium gear would come in handy just to draw fire away since one would likely be the main focus of an oncoming attack.

Ultra-Heavy Combo I: CPS 3000 with CPS 2000/CPS 2500 and XP 150/SC 600/CPS1000 as back-up just in-case - leave no spot dry. Each weapon alone packs a punch. Used together gives one some serious drenching power. The main problem is that all weapons need to be pumped leaving one defenseless for a moment once the firing chambers have been emptied. Travel with at least one other with medium gear for support.

Ultra-Heavy Combo II: CPS 3000 with SC Power Pak and XP 110/XP 150/XXP 175/SC 600/CPS 1000 as back-up just in-case - Feel the power of CPS-technology at its best. The SC Power Pak allows one to defend oneself even when repumping up the CPS 3000. No opponent should leave dry. Can almost travel safely alone, but good to be accompanied by a teammate with medium to heavy gear. This combo is also great for base defense, but with this type of firepower, why wait for the enemy?

Light Gear | Medium Gear | Heavy Gear | Sniper Gear


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Copyright 1998, 1999. R.G.

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