These are the standard loadouts I use in the game. Generally this has the weapon mixes I prefer and can be quickly tailoured for the particular role I have in mind. It is worth picking out five favourite mixes and marking them as your favourites. Careful selection will give a wide range of loadouts that can accomplish a variety of roles with the minimum of fussing at the inventory station. Remember time at the station is at a premium, especially in the opening stages of the match. The quicker you can get in and out, the better for your team as a whole.
Peltast Armour
Energy Pack
Disc Launcher
Chaingun
Laser Rifle
Three mines
Five grenades
Three beacons
Targetting laser
Useful for harrasment fire and midfield defence/offence. The
primary aim is to blunt attacks by tying up incoming units and
forcing them to deal with you rather than continue the base assault.
You can also soften up external base defences by destroying or
disabling deployed items. This relies on maneuverability to keep out
of harms way, so is not good for base raiding. The chaingun and laser
also make it quite competant at anti-air activity.
Hoplite Armour
Repair Pack
Blaster/Chaingun
Disc Launcher
Plasma Gun
Grenade Launcher
Three mines
Three beacons
Targetting laser
A comprimise between maneuverability and robustness. Capable of
quickly reaching damaged spots and effecting repairs, the armour also
offers enough protection to allow you to survive while doing this. And
with the Plasma Gun/Grenade Launcher it makes a mean base defender
too.
Myrmidion Armour
Repair Pack
Blaster/Chaingun
Plasma Gun
Disc Launcher
Grenade Launcher
Mortar
Three mines
Three beacons
Targetting laser
This is the base loadout I choose for Heavy Defence and it makes a reasonable assault loadout. (Although it is worth changing the Repair Pack for an Ammo pack when going on Assault.) The Blaster/Chaingun varies from map to map. On maps like Rollercoaster and Scarabrae, where air defence is a vital part, then the chain gun is prefered. But otherwise the blaster gives this combo a reach close to that of a sniper.
With the repair pack it also makes a good engineer combination when
conditions are fraught with heavy fire. The armour's ability to shrug
off blows that kill lighter armour classes mean that it can frequently
get that critical turret functional again in even the most hostile of
situations.
Peltast Armour
Energy Pack
Plasma Gun
Disc Launcher
Grenade Launcher
Three Mines
Three beacons
Targetting Laser
This combination packs enough firepower that in the open it can
deal to Myrmidion units with a great deal of ease. Excellent for
midfield defence, capable of engaging any enemy bar Gyrfalcons and
making their lives short. It also makes a strong base raider, although
for a full fledged base raid I'd recommend switching the energy pack
for a shield pack. Best used to follow a shielded teammate in and
provide supporting fire or trashing base installations.
Peltast Armour
Energy Pack
Disc Launcher
ELF gun
Laser Rifle
Three mine
Five grenades
Three beacons
Targetting laser
Primarily harrasment and forward defence/offence loadout. With the ELF gun and a handy team mate then most turrets can be dealt with quickly. And the laser rifle/disc launcher allows you to harras the exterior of the enemy base with a fair degree of impunity. Stay outside though, once inside the weapon mix is more hazardous to you than the enemy. (The ELF is too slow to kill healthy people, Laser is not a close range weapon and in confined spaces the disc launcher will do splash damage to you as well as the enemy.)