Let's talk about the MAX's suit slots first. For the MAX, it has 2 Unique abilities: Charge and Aegis Shield
The Aegis shield is the NC's unique active ability. The Aegis shield is primarily used as a bullet absorber, capable of absorbing a certain amount of small arms fire and explosive splash damage before collapsing. Note that the Aegis shield renders the unit unable to sprint, and only protects the front in a 90o angle from the user. VCO frequently asks it's members to use this as our max strategies rely on our ability to close the distance while supporting our allies behind the shield. The shield also can deflect grenades, making it useful to prevent enemy grenade spams through windows or doorways.
The base level is unlocked, and can absorb a certain amount of damage.
For 150 certs, the strength and recharge rate of the shield increases by 20%
For 200 certs, the strength and recharge rate of the shield increases by 40%
For 400 certs, the strength and recharge rate of the shield increases by 60%
For 500 certs, the strength and recharge rate of the shield increases by 80%
For 1000 certs, the strength and recharge rate of the shield increases by 100%
Ranking up to level 3 is recommended, as by this point your Aegis Shield will be strong enough to absorb enough rockets and bullets to close the distance for your allies. It should be noted that direct splash damage (I.E direct hits from rockets or explosives), will not protect the MAX. Max's will also be able to reload while holding the shield up.
Charge is the MAX's default ability. It allows the MAX for 5 seconds to go into a state of full berserk, moving at an incredibly fast rate, quickly arriving to the battlefield or retreating from harm. The use of this ability is most recommended when you are running solo, or perhaps with a smaller squad.
The base level puts the charge ability on a 45 second cooldown.
For 50 certs, charge is put on a 42 second cooldown.
For 200 certs, charge is put on a 39 second cooldown.
For 400 certs, charge is put on a 36 second cooldown.
For 500 certs, charge is put on a 33 second cooldown.
For 1000 certs, charge is put on a 30 second cooldown.
It is really only recommended to cert this ability up to level two. The cooldown difference is relatively small, and in most instances, if you are low enough to charge out, you're going to die anyways. Charge as an offensive ability will put you in the middle of the fight, and at that point, the 15 second difference from base to max rank will not change much in the scale of the battle.
The MAX's defensive slot is perhaps the most vital part of a good MAX's survival or death. We want to talk about the two major defensive loadouts: Kinetic Armor and Flak Armor
Kinetic armor by description boosts the already 80% small arms reduction by an increased amount.
For 150 certs, increase the resistance to 81.5%. This includes resistance to small arms, vehicle mounted light machine guns, and turret mounted machine guns.
For 200 certs, increase the resistance to 83%. This includes resistance to small arms, vehicle mounted light machine guns, and turret mounted machine guns.
For 400 certs, increase the resistance to 84.5%. This includes resistance to small arms, vehicle mounted light machine guns, and turret mounted machine guns.
For 500 certs, increase the resistance to 86%. This includes resistance to small arms, vehicle mounted light machine guns, and turret mounted machine guns.
For 1000 certs, increase the resistance to 87.5%. This includes resistance to small arms, vehicle mounted light machine guns, and turret mounted machine guns.
This means at a total of 2250 certs, one can boost the resistance up to 87.5%. Although this may sound like a great investment, making the MAX near immortal against small arms fire, it is not necessary. Statistically, it is most likely that the damage received will mostly come from small arms fire, but the real killers of MAX's are explosives. It is recommended that if necessary, only to cert to level 3.
For the majority of engagements, you will notice that the killer/most damage dealt on your MAX doesn't come from a hero with a light machine gun, or some barrage of SMG fire. It usually comes from rockets, C4's, hand grenades, AV-grenades, and the myriad of explosive fire that rains from the barrels of your enemies (and sometimes friendlies). By default, the MAX has a general splash resistance of 50%, but vary wildly from the resistance to resistance. Flak armor adds a composite percentage to the resistances.
For 50 Certs, the user gains 10% explosive resistance.
For 100 Certs, the user gains 20% explosive resistance.
For 150 Certs, the user gains 30% explosive resistance.
For 200 Certs, the user gains 40% explosive resistance.
For 400 Certs, the user gains 50% explosive resistance.
For 900 Certs, a MAX can gain 50% composite explosive resistance. This means it boosts splash resistance from 50% to 75%, which mostly means the difference between life and death. For VCO, our MAX crashes will put us in the thick of the battle, which is why we HIGHLY recommend you spend those dank certs to quickly max out the Flak Armor. A dead MAX is about as useful as a striker on Auraxis.
For our weapons slots, we will talk about 3 main loadouts: AI, AV and AA.
The New Conglomerate, praise higby, prides ourselves in our shotgun mastery.
Unsuprisingly, all of our anti-infantry max weapons are shotguns.
As the default starter for the NC, these can be purchased for another 1000 Certs. A good all-around shotgun, with decent range and average ammo capacity, this semi-automatic cannon can obliterate your opponents in both medium and close quarter range. For the more accurate minded, equipping slugs (100 certs), can make this weapon absolutely deadly in medium range combat, capable of OHK enemies at surprisingly long ranges.
The grinders are the "beginner" shotguns for the NC. Only costing 650 Certs, the Grinders are an easy purchase for those who wish to equip 2 shotguns to the battlefield. Although it fields a low range, the grinder's extended ammunition allows for the NC max to spray an entire room until it's just red and purple goo. Recommended for close quarter breaches.
Hacksaws are the ultimate CQC weapon. Boasting the only shotgun to be fully AUTOMATIC, this 1000 Cert beauty is the pride of the NC. It has atrocious range, but at close quarters, dual hacksaws can basically mow down an entire squad with a fully extended magazines. I would highly recommend the hacksaws for any Voodoo Company members who wish to be the most impactful in biolabs or max crashes. Once you close the distance, it's game over for any sucker who stands in your way and victory.
The mattocks are the long range answer to the New Conglomerate. Although "long range" and "shotguns" don't go hand in hand, don't be fooled. With a very tight spread, and very low damage drop, the mattocks can drop enemies at medium range with ease, and with a few bursts, even a sniper has to worry about this "shotgun". A favorite of the server smash forces and highly skilled MAX users are the Slug-Mattocks. Basically equip slug ammunition, and the Mattock becomes a battle rifle that can one shot people. It's pretty fun. This baby costs 1000 Certs.
The New Conglomerate's default launcher is the Falcon. The Falcon only costs 625 certs to upgrade to dual, since one falcon is given as a default. The Falcon is your standard dumbfire rocket launcher, and because of the large base damage and surprisingly quick reload time, the Falcon is excellent at killing stationary armor, like sunderers or lockdown prowlers.
Do you know what psychological warfare is? If you don't, then the NC RAVEN will fix that for you. The Raven is our long-range anti-vehicle option, with 6 rounds of laser guided rockets that deal a small but very impactful amount of damage. The ravens also give off a unique sound, akin to something like SKREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE. This noise, combined with the sound of enemy magriders popping in the battlefield, will give a chill down your spine. Whenever the hour looks dark, the VS too powerful, wait for the screech of the Raven. For that is the sound of a new dawn. This
The Bursters are the anti-air option for the MAX suit. These NS-grade wallops pack a punch, and a few bursts can shred an ESF and make a liberator think twice about zephyr farming the fight. It is highly recommended to get the 2nd one, since again, you are given one for free. It costs 1000 Certs, but it's worth it. Getting extended magazines is very useful when you want to kill galaxies.
So now you have everything you need to know soldier. Get on those skill suits and SPREAD THE FREEDOM.