Heavy Gear Combos

NOTE: Combo pages attempt to describe useful water blaster combinations which have proven themselves worthy in a water fight. The combinations will not list every possible permutation, but will show the ones which I prefer using in battle. Substitutions can always be made based on personal preference.

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.

PRINCIPLE: Decent mobility weapons and gear combination though power by far 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 (if available)
  • 2 x 2 Litre water bottles (for filling away from base)
  • backpack/shoulder bag (for stuff and weapons if needed)

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.

Light Gear | Medium Gear | Heavy Gear | Sniper Gear



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