PRINCIPLE:
Decent mobility weapons and gear combination though power by far
more important than either stealth or speed. |
USAGE:
Heavy gear combinations are intended for medium to large water engagements.
There is really little point in using them for small water fights
since most others would simply run for their dry-lives. These combos
can sometimes be used for hit-and-run missions, but the size and
number of weapons will restrict movement. While heavy gear combos
are meant for use in large battles, it is often a good idea to have
the support from teammates using 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 making sprinting away after the
surprise attack difficult. |
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 (if available)
- 2 x
2 Litre water bottles (for filling away from base)
- backpack/shoulder
bag (for stuff and weapons if needed)
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WEAPON COMBOS:
Heavy(-)
Combos: CPS 2000/CPS
2500/CPS 2700 with XP
20/XP 40/XP 220/XP
240 as back-up - this combo virtually outclasses most CPS-users
and can last in a large confrontation. Best to use when supported
by another with light/medium gear.
Heavy
Combos: CPS 2000/CPS
2500/CPS 2700 with XP
110/XP 310/CPS
1000/CPS 1200/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(+)
Combos: CPS 2000/CPS
2500/CPS 2700 with SC
Power Pak as back-up - almost equivalent as the Heavy Combos,
but has a better punch thanks to the SC Power Pak's 3.4-non-stop-litres
of water-firing ability.
Heavy(++)
Combos: CPS 3000/CPS3200
with XP 110/XP 310/CPS
1000/CPS 1200/CPS
1500 as back-up - ...as if the CPS 3000/3200 needs back-up,
but just in case, this weapon combo is good for extended missions.
Ultra-Heavy
Combos: CPS 3000/CPS3200
with CPS 2000/CPS
2500/CPS 2700
as back-up - Leave NO one dry! If one can carry it and use
it, one has enough water firing ability to fill a kiddie pool
(well, not quite, but you get the point). Of course, this amount
of plastic and water will really weigh one down, making running
extremely difficult. The main problem with these combos is the
amount of pumping one needs to do to keep one's weaponry ready
for use.
Ultra-Heavy(+)
Combo: CPS 3000/CPS3200
with SC Power Pak 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?
Ultra-Heavy(++)
Combo: Monster
XL with SC Power Pak - Beyond simple
CPS weaponry, this combo hits hard and, with an active QFD available,
can be recharged before the enemy can get a chance to catch its
breath. Of course, this level of weaponry really tends to weigh
heavy on the shoulders.
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