Pierre's Quick Builds

Pierre's Quick Builds

Heavy Assault


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This section of the guide covers certain builds you can use with the assault class.

The 'Heavy Assault' is a build I've designed to be a hybrid between the Heavy Class and the Assault class, getting to use some unique abilities to clear trash and suppress HVTs with ease.

This build uses the Minigun and Cerberus (Partially to match the color scheme of the Executor Armor)

Cohesion aids with giving infinite ammo for 6 seconds, and a further +1 second for each teammate within range of the ability, meaning that you can go ham on the trigger for up to a max of 13 seconds! It also reduces your reload time by 3.6 seconds at max level while providing a hefty 40% damage boost on reload.

Discipline is extremely powerful on weapons with large magazines since it allows you to maximize your damage output with the perk. Each level of the perk allows you to gain 4 stacks of a buff for hitting a target, increasing your damage by 5% per stack while lowering the spread of the Minigun. At max level you can get double damage with your stacks. Activating the perk turns the Minigun into a laserbeam of bullets.

Where these two perks synergize is that you can get about half your stacks or almost all of them using just the infinite ammo granted by Cohesion, which then leaves you your entire magazine to load into enemies with your double damage minigun. Some other things to note are that you need to take full life support as this gives you the most hp out of any class and will allow you to shrug off nearly any hit from all but the most damaging enemies. Secondly is that more resistance to damage isn't needed once you buy the upgrades for you suit in the tech tree, as the Assault class already has the highest amount of hitpoints and damage resistance.

Captain (WIP)


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This is a build designed around helping your more vulnerable/specialized teammates like medic and marksmen.

The Captain uses the Assault Banner as their primary skill to help lock down areas with a team.

Assault Banner has very nice synergy with Cohesion in that it will lower the cooldown, allowing you to have infinite ammo more often. The banner is also a key part of your energy regeneration as it is lackluster with this build.

Light Weapons works with Cohesion and Discipline to increase your damage and lower your reload time.

Discipline is highly effective with high capacity weapons such as the LMG and the Minigun, as it will allow you to get your max damage effectiveness more easily.

Bullfrog (WIP)


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This build, named after the Famous ODST from Halo Reach's campaign, focuses on their specific attributes as well. Mobility and Survivability.

Using duel pistols again for max mobility, this build revolved around being able to get around quickly as well as traverse obstacles and high terrain with ease.

Maxed out defenses with Life Support is highly effective at keeping your alive through almost anything.

Once again, discipline is extremely good for this weapon due to it's extremely fast reload time, meaning that you can keep the stacks going with ease after putting a few points into light weapons to reduce the reload. Grenade is a good perk for crowd control, which is where the weapons you are taking lack.

This build requires decent energy management, since you should only be using your grenade and your jumpkit abilities.

Stealth Scout


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This build is another hybrid of the Recon and the Marksman classes. It's designed to be a very powerful objective player and looter, while having it's weapons and abilities fall off more on higher waves.

This is a build designed to be speedy so you can get to and from objectives while still having the time to loot to find items to supplement your low damage against higher tier enemies. Firstly, the Marksman class is the fastest class in the game to compensate for their extremely heavy snipers. We can abuse this by equipping them with the two lowest weight weapons in the game. The Rhino Pistol and the Thunder hand cannon. The two perks you will be running are Stalker and Conceal to aid with helping you avoid trash minions you are especially weak to. Then for you System perks. Melee Strike and Marauder are a must. Marauder gives you a further 20% speed boost and a 30% bonus to your primary weapon's damage. Combine that speed boost with the squad boost after you complete and objective, and you will be moving 40% faster, while already being almost 2 full meters faster than your teammates. Second Conceal also gives a 5% speed boost at max level, and I'm not even taking into other speed boosts such as Stimulants and Medical Steroids.

You may be wondering why melee strike is on here since we're so weak to ads. The answer is quite simply. Meleeing doesn't break stealth! So with your incredible speed you can whip out your Thunder and walk to where you want to stealth, and if anything tries to chase you, you can just punch them.

All in all this build is for being as fast and sneaky as possible to allow you to get objectives done at the speed of light while also being able to loot. Another thing you can note is that you can use the SMG for a small downgrade to your speed, but you could then find the SMG System in the match which gives you a further 15% speedboost, which more than makes up for the small downgrade.

Future Builds

I will take the time to add more builds as I unlock more classes and weapons to use them on.

Standard Medic (WIP)


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This is the medic build I think everyone should personally run if they would like to be the most effective team player.

This build revolves around skillful energy management, as well as knowing how to attribute and reattribute your abilities as the mission progresses. This is a build with a high skill cap, so I will do my best to explain it to you.

Medical Steroids is a must for any self respecting medic. It increases HP and Energy regeneration for anyone hit by it's AOE, including you. The extra energy regeneration will allow you to use your abilities more often while simultaneously keeping you topped up.

Neutralizer is also a very good perk for buying your team time to recouperate after a rough section of the mission. This ability allows you to take up to 3 enemies and make them 'friendly' for a max time of 15 seconds. This is extremely helpful for pulling aggro off your teammates and onto a tanky monster while you heal them up. Be warned that this is a gamble ability, in that it only works sometimes and will often choose a random monster in the AOE, meaning that you could hit an ad and have it wasted, or have a teammate kill the 'friendly' monster. Coordination is extremely good with this talent.

Heal and Heal Gun are both extremely good. For a while I was convinced that Heal Gun was simply not worth the energy when the normal Heal was infinitely better. This is still true, however, what heal gun provides is another, low cooldown, AOE heal with a much larger range than the normal Heal ability. Combining these two, you can use the Heal Gun while the bigger better Heal is on cooldown, without having downtime on your health, and since Heal Gun also has an AOE, you can heal multiple clumped up allies with it. I personally use it to heal myself and an ally as I run past them.

Regarding the other abilities, Melee Strike is a must as it will allow you to clear hordes of trash minions without using up ammo, which is something medics often run out off more than other classes.

The SMG is also extremely good since not only is it a very good weapon, the SMG system allows you to have an increased movement speed while it is active, and being able to move a bit faster can be the difference between you dying to a horde of enemies, or saving someone else from dying by being fast enough to get to them.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2553572773					

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