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Your Section 8 travel guide: what to pack and when to pack it

Your Section 8 travel guide: what to pack and when to pack it

Every time you spawn in Section 8, you can choose your loadout. Do you go with the heavy weapons? The sneaky tools? Extra defenses? You are constantly confronted with the decision of what to bring and when to bring it. This is even a decision you face while you're playing, since supply depots are so readily available, letting you instantly swap out your weapons, equipment, and passive modules.

After the jump is the guide to what I pack when I go Section 8.

First!
Weapons: machine gun, shotgun
Equipment: micro sensor, sensor blocker
Modules: deceptor plates x4, stealth matrix x4, shield booster x2

When a round starts, this is how I drop directly onto a control point and take it before the other team. Most players will drop outside the range of AA guns. But by packing 4 deceptor plates, I can drop directly onto an AA gun with no problem. I also like getting the four stealth matrixes to make it harder for anyone to scan me, since the element of surprise is a big part of this loadout.

Also crucial is my equipment. As soon as I land, I start the hacking process and then immediately deploy a micro sensor. Then I switch to the sensor blocker and wait. As soon as an enemy comes into my sensor range, I activate the blocker and wait until he's busying himself with the control point. Then it's either letting loose with the machine gun or getting personal with the shotgun.


D-fens
Weapons: machine gun, assault rifle
Equipment: repair tool, det pack
Modules: armor plating x4, shield booster x4, repair field x2

There are never going to be more than four control points on a map. Most have fewer. That means if you park yourself on a friendly control point, odds are you're going to get to actively defend it. This is what I like to pack when I'm doing that. With such a defensive boost, and with a supply depot never far, this could be the last loadout you'll ever need.


The Quarterback Isn't Toast
Weapons: pistol, missile launcher
Equipment: sensor blocker, repair tool
Modules: polarity charger x4, armor plating x4, shield booster x2

This is for running bombs and briefcases. I don't intend to bother shooting back, because that's my team's job while they cover me. The sensor blocker isn't to hide so much as it's to break the enemy lock on while I'm under fire.

Also, note that the polarity charger refills jetpack juice more quickly, so it lets me use more crazy vertical movement to shake off pursuers. The repair tool is to heal myself if things get dicey.

The pistol is simply to give myself the sense of traveling light. In a bind, the missile launcher is actually good for shooting at people in front of you to knock them away with the blast. It won't help much to kill them, but it sure as heck will mess up their aim.


His Bodyguard
Weapons: machine gun, sniper rifle
Equipment: grenade, mortar
Modules: anvil rounds x4, lock-on booster x4, gyro stabilizer x2

I jump into this loadout when it's time to run with a VIP or a commando. Since it's usually a safe bet the enemy will have his eyes on the prize, I don't fuss with any defenses. This is strictly about hitting hard, raining down destruction, and doing my best to hurt whomever is trying to hurt the VIP or commando.


All Your Base Are Belong to Me
Weapons: sniper rifle, missile launcher
Equipment: sensor blocker, mortar
Modules: anvil rounds x4, stealth matrix x4, gyro stabilizer x2

With this loadout, I don't plan on getting into fights. This is for skulking around perimeters, thinning out defenses, and disabling sensors and AA guns. The missile launcher will do the most damage, but your sniper rifle is useful as well. It's particularly good to take out the automated repair drones that buzz around fixing installations. Or even the players on defense who show up to repair damaged structures.

Note that as soon as you attack a deployable, you'll light up on the enemy maps. So don't waste your sensor blocker until you're done attacking, at which point you should turn it on and immediately move to a new position.


A Dish Served Hot
Weapons: machine gun, shotgun
Equipment: micro sensor, knife
Modules: deceptor plates x4, shield booster x2, armor plating x2, anvil rounds x2

Only chumps don't have a loadout specifically to get back at that guy who just killed them in a close fight.

My modules are set up to drop back into AA range if necessary. The additional slots are used for a mixture of offense and defense. The micro sensor is specifically to find the jerk as soon as I land and the knife is there because if I can get the drop on him, nothing says "I Pwned You" like a knife kill.

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Editor
Tom Chick
Editor
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