ContingencyPl4n
Elite Pro Mapmaker
(ATTENTION: THIS IS LONG)
::Introduction::
By The ContingencyPl4n.
Playing Fallen Empire: Legions effectively is quite an undertaking. Only through playing many, many hours can you hope to be a better player. This guide is my take on how to get better, and to help you do so.
Everything about a guide, ANY guide, is in some way biased. This one, other ones, every one. Many tell you how to play. Most of them revolve around the same concept, most of them have the same ideas, and most of my guide has the same ideas as them. You don't need to take this guide under any consideration, but its advised. (guides are usually created by decent players
)
First and foremost are positions. This game revolves around them. They help keep things simple and maintain teamwork easily. Using positions in this game has actually made me think differently in other games. It has helped me in those games as well. So in other words: This guide is going to teach using the same methods as others have conveyed and some things they haven't.
Being effective is the number one priority in a team game. If you are not doing something constructive; You are not helping. If you can change the game by just doing what you do, you are being effective. (Anti_Kryst can turn a game with his sniping for example).
Four things to know: These are the main things you should always take into consideration when trying to play better. (In my opinion)
Awareness: Being aware of whats going on is crucial to success. Awareness of game changes, positions, cappers, cap routes, defense, offense, allies, enemies, maps, hills... you name it, it most likely will need to be noticed. Not all of this at the same time. Depending on the position you should be aware of different things. Having this makes it easier to play as time goes on. It becomes second nature after a while.
Example: a Capper should be aware of enemy cappers, enemy defense, ally cappers, and routes. These are among the most important for them.
Aim: Aim deals with eveything. Not just dueling. Aiming a correct RJ, Aim for a chaser using a chaingun, for use of the sniper, and heck, aim with iOD, even aim for throwing the flag. This isn't "spray and pray". This game rewards the people that take the time to aim. (looking at you sniper). Although "SnP" has its uses, a person with better aim will cut them down quicker.
Example: Tossing a flag to an ally. Chasing with a chaingun, using instant overdrive to block a capper.
Flag Play: Aiming is primarily used for fighting, so kinda the opposite end of the spectrum is flag play. Not many of the public players use this. Playing in Capture the Flag one must know everything about it. Use of flag play is usually used between the team members but can be used with just ones self. This is just as important as aim. Learn it.
Example: Passing to an ally at base, or on a route, shooting it to yourself, picking up midfield with overdrive.
Communication: Probably the most important thing here. If you have this, you have a team, and if you have a team, you have a better chance of winning. If everyone is on the same page, it all works out. Communicating is key to success on every map. Use it as much as possible. (especially Ventrilo or Team Speak, but if you don't, get used to using key binds and typing fast.)
Example: "I'm on chase.", "I'm on a route.", "Incoming enemy sighted!"
These four ideas are key to playing. Get these down and you will be a better player!
Before we get into the bread and butter ill lay a few things out for reference.
::Loadouts:: (Subject to change with Legions: Overdrive)
Outrider: Low armor but high speed make this the armor for getting around: Quickly.
Chaser: Rocket Launcher and Chaingun. This class is widely used for capping and chasing. Having the ability to get around, combined with the rocket and chaingun give this some serious potential.
Stinger: Chaingun and Grenade. This class lacks a rocket to easily get around so its mostly used on smaller maps as a light offense. the chaingun gives them some staying power while the grenade gives them some punch.
Bomber: Rocket Launcher and Grenade Launcher. This class has serious destructive capabilites. A class designed for wanton destruction. They have the ability to get in and get out, but the staying power is a lot harder with no chaingun. Light offense and capping are good places to start.
Sniper: Laser Rifle MK. II and Chaingun. A very hard class to use effectively. No rocket to use the outriders speed makes it harder to be effective. You do have a chaingun but if someone has aim, your screwed. The only saving grace is if you do have aim, and can push through someone trying to kill you to hit the more important people, like cappers, with your hyped up rifle.
Raider: Decent armor and some good speed to boot. This armor is for the people that want to go the distance in almost any position.
Gunner: Rocket Launcher, Grenade Launcher, and Chaingun. Three weapons, decent armor, decent speed. This class is the go to for getting the job done, and then some.
Chainsaw: Chaingun MK. II and Rocket Launcher. The rocket launcher allows you to get around, but its the chaingun that does the dirty work. The wicked damage output that the chaingun does gives the player an advantage on the field. The rocket helps a lot, but thats only if you want to take your finger off the trigger...
Thrasher: Chaingun MK. II and Grenage Launcher. This class has some potential, but it is hard to effectively use on larger maps. With no rocket, this loadout needs smaller maps, used for LO, this class can do some serious punishment to those not wary of its effectiveness.
Rocketeer: Rocket MK. II and Chaingun. Pretty much a gimped version of the Chainsaw. The speed up does little to make it super effective. The amount you get for rocket ammo helps, though, for the people that spam them. (personal favorite though...)
Hornet: Laser Rifle and Rocket Launcher. A class reserved for those who have aim. (Just like its Outrider brother.) The major difference is the rocket launcher. It allows the user to get around the map with just as much ease as other classes. You only need a rediculous amount of accuracy with the rifle to be effective. Chasing and Sweeper are the main areas to try out here.
Rooster: Laser Rifle and Grenade Launcher. A class not used much. It cant get places. It doesnt have as good stopping power as other classes. Hard as hell to keep people at bay. If you do use it. Props from me to you. Go ahead and try using this loadout. I suggest sweeper on small maps. Not much need to move, and still decently effective.
Sentinel: Lots-o-Armor, slow but with Instant Overdrive. Used primarily for defense it does have the ability to go offense.
Charger: Rocket Launcher, Grenade Launcher, and Chaingun MK. II. A great defensive loadout for the dueler in us all. you can wreck people with the chaingun, and still do damage with the rocket and grenades.
Juggernought: Rocket Launcher MK. II, Grenade Launcher, and Chaingun. A loadout that is hampered a bit because of its catch: The Rocket Launcher MK. II. It doesn't get much attention because the speed up doesn't help much. Use it as you will.
Defender: Rocket Launcher, Grenade Launcher MK. II, and Chaingun. This class is the most used because of the grenade launcher. Unequaled in destructive potential; It lays waste to even the most dug in opposition. Defense, Offense, you name it. This class can do it, albit not as effective as raider or outrider, but damn impressive none the less.
::Introduction::
By The ContingencyPl4n.
Playing Fallen Empire: Legions effectively is quite an undertaking. Only through playing many, many hours can you hope to be a better player. This guide is my take on how to get better, and to help you do so.
Everything about a guide, ANY guide, is in some way biased. This one, other ones, every one. Many tell you how to play. Most of them revolve around the same concept, most of them have the same ideas, and most of my guide has the same ideas as them. You don't need to take this guide under any consideration, but its advised. (guides are usually created by decent players

First and foremost are positions. This game revolves around them. They help keep things simple and maintain teamwork easily. Using positions in this game has actually made me think differently in other games. It has helped me in those games as well. So in other words: This guide is going to teach using the same methods as others have conveyed and some things they haven't.
Being effective is the number one priority in a team game. If you are not doing something constructive; You are not helping. If you can change the game by just doing what you do, you are being effective. (Anti_Kryst can turn a game with his sniping for example).
Four things to know: These are the main things you should always take into consideration when trying to play better. (In my opinion)
Awareness: Being aware of whats going on is crucial to success. Awareness of game changes, positions, cappers, cap routes, defense, offense, allies, enemies, maps, hills... you name it, it most likely will need to be noticed. Not all of this at the same time. Depending on the position you should be aware of different things. Having this makes it easier to play as time goes on. It becomes second nature after a while.
Example: a Capper should be aware of enemy cappers, enemy defense, ally cappers, and routes. These are among the most important for them.
Aim: Aim deals with eveything. Not just dueling. Aiming a correct RJ, Aim for a chaser using a chaingun, for use of the sniper, and heck, aim with iOD, even aim for throwing the flag. This isn't "spray and pray". This game rewards the people that take the time to aim. (looking at you sniper). Although "SnP" has its uses, a person with better aim will cut them down quicker.
Example: Tossing a flag to an ally. Chasing with a chaingun, using instant overdrive to block a capper.
Flag Play: Aiming is primarily used for fighting, so kinda the opposite end of the spectrum is flag play. Not many of the public players use this. Playing in Capture the Flag one must know everything about it. Use of flag play is usually used between the team members but can be used with just ones self. This is just as important as aim. Learn it.
Example: Passing to an ally at base, or on a route, shooting it to yourself, picking up midfield with overdrive.
Communication: Probably the most important thing here. If you have this, you have a team, and if you have a team, you have a better chance of winning. If everyone is on the same page, it all works out. Communicating is key to success on every map. Use it as much as possible. (especially Ventrilo or Team Speak, but if you don't, get used to using key binds and typing fast.)
Example: "I'm on chase.", "I'm on a route.", "Incoming enemy sighted!"
These four ideas are key to playing. Get these down and you will be a better player!
Before we get into the bread and butter ill lay a few things out for reference.
::Loadouts:: (Subject to change with Legions: Overdrive)
Outrider: Low armor but high speed make this the armor for getting around: Quickly.
Chaser: Rocket Launcher and Chaingun. This class is widely used for capping and chasing. Having the ability to get around, combined with the rocket and chaingun give this some serious potential.
Stinger: Chaingun and Grenade. This class lacks a rocket to easily get around so its mostly used on smaller maps as a light offense. the chaingun gives them some staying power while the grenade gives them some punch.
Bomber: Rocket Launcher and Grenade Launcher. This class has serious destructive capabilites. A class designed for wanton destruction. They have the ability to get in and get out, but the staying power is a lot harder with no chaingun. Light offense and capping are good places to start.
Sniper: Laser Rifle MK. II and Chaingun. A very hard class to use effectively. No rocket to use the outriders speed makes it harder to be effective. You do have a chaingun but if someone has aim, your screwed. The only saving grace is if you do have aim, and can push through someone trying to kill you to hit the more important people, like cappers, with your hyped up rifle.
Raider: Decent armor and some good speed to boot. This armor is for the people that want to go the distance in almost any position.
Gunner: Rocket Launcher, Grenade Launcher, and Chaingun. Three weapons, decent armor, decent speed. This class is the go to for getting the job done, and then some.
Chainsaw: Chaingun MK. II and Rocket Launcher. The rocket launcher allows you to get around, but its the chaingun that does the dirty work. The wicked damage output that the chaingun does gives the player an advantage on the field. The rocket helps a lot, but thats only if you want to take your finger off the trigger...
Thrasher: Chaingun MK. II and Grenage Launcher. This class has some potential, but it is hard to effectively use on larger maps. With no rocket, this loadout needs smaller maps, used for LO, this class can do some serious punishment to those not wary of its effectiveness.
Rocketeer: Rocket MK. II and Chaingun. Pretty much a gimped version of the Chainsaw. The speed up does little to make it super effective. The amount you get for rocket ammo helps, though, for the people that spam them. (personal favorite though...)
Hornet: Laser Rifle and Rocket Launcher. A class reserved for those who have aim. (Just like its Outrider brother.) The major difference is the rocket launcher. It allows the user to get around the map with just as much ease as other classes. You only need a rediculous amount of accuracy with the rifle to be effective. Chasing and Sweeper are the main areas to try out here.
Rooster: Laser Rifle and Grenade Launcher. A class not used much. It cant get places. It doesnt have as good stopping power as other classes. Hard as hell to keep people at bay. If you do use it. Props from me to you. Go ahead and try using this loadout. I suggest sweeper on small maps. Not much need to move, and still decently effective.
Sentinel: Lots-o-Armor, slow but with Instant Overdrive. Used primarily for defense it does have the ability to go offense.
Charger: Rocket Launcher, Grenade Launcher, and Chaingun MK. II. A great defensive loadout for the dueler in us all. you can wreck people with the chaingun, and still do damage with the rocket and grenades.
Juggernought: Rocket Launcher MK. II, Grenade Launcher, and Chaingun. A loadout that is hampered a bit because of its catch: The Rocket Launcher MK. II. It doesn't get much attention because the speed up doesn't help much. Use it as you will.
Defender: Rocket Launcher, Grenade Launcher MK. II, and Chaingun. This class is the most used because of the grenade launcher. Unequaled in destructive potential; It lays waste to even the most dug in opposition. Defense, Offense, you name it. This class can do it, albit not as effective as raider or outrider, but damn impressive none the less.