Loadout cards :
WARNING : the following part will highly take into account my own opinions. You are free to disagree of course.
Like every other mercs, you can access up to 8 “full” loadout cards (with 3 perks) :
- R51 Venerable Close Assault (Quick Draw, Quick Slash, Springy)
- H11 Superb Close Assault (Drilled, Enigma, Cool)
- KE12 Supreme Operative (Try Hard, Pineapple Juggler, Double Time)
- R22 Turbo Close Assault (Flying Pig, Double Time, Looter)
- H22 Turbo Close Assault (Try Hard, Springy, Enigma)
- KE21 Elite Operative (Fail Safe, Pineapple Juggler, Chopper)
- R23 Adept Close Assault (Quick Slash, Looter, Cool)
- KE53 Elite Operative (Guardian Angel, Drilled, Quick Draw)
If you need it, here’s the legend :
Primary : R = Remburg 7, H = Hollunds 800, KE = Hochfir SMG
Secondary : 1 = MP 400, 2 = Tolen MP, 5 = DE .50
Melee : 1 = Beckhill Combat Knife, 2 = Stilnotto Stiletto, 3 = Cricket Bat
(Thanks to @Zenity for the loadout list : http://forums.dirtybomb.nexon.net/discussion/1876/list-of-loadouts-wip/p1 )
R51 Venerable Close Assault (Quick Draw, Quick Slash, Springy) :
A loadout that I particularly appriciate, but is also in my opinion the most difficult loadout to use : you are left with the Remburg 7 and the DE .50 as a secondary, which is a totally unbalanced combinaison (lots of firepower, way too few ammo). That loadout packs a lot of punch but you’ll be disarmed very quickly. Fortunately for you, the loadout combines Quick Draw with Quick Slash, allowing you to switch weapons quickly and increasing your knife DPS, so if you work your knife play you should end fine. Springy is also a pretty nice perk to have on Proxy, no momentum for the second jump may oftenly save your life. This is clearly a build made for short range fights, so expect some difficulties if you have to fight at longer ranges (unless you’re a madcap with the DE .50). Make every shots count. I wouln’t really recommand that loadout, and actually I barely think it’s viable, but if you like using your melee weapon you may have a blast.
H11 Superb Close Assault (Drilled, Enigma, Cool) :
The Hollunds + MP 400 combinasion is pretty nice, and the Drilled augment makes wonders (less reload time = less time disarmed !). However, Enigma is a bit meh at the moment (so far it only works against Vassili), and Cool is clearly not suited for your gameply (you are way too squishy. You’ll more likely end dead before even seeing any red color on the turret if you stay on it). The loadout overall is okayish in my opinion, you may find way better.
KE12 Supreme Operative (Try Hard, Pineapple Juggler, Double Time)
A lot of players says that SMG Proxy is much more powerful. Unfortunately, it’s not that loadout that will prove it. The MP 400 is redundant with the Hochfir SMG, and augments are far from being top notch. Try Hard is just despictable. It rewards you for being bad or just unlucky : if you’re good enough you may not even see it triggering, and it’s like an augment slot wasted. Pineapple Juggler could have been pretty if airstrikes wouldn’t take so little time to explode and if Fragger wasn’t able to cook his nades. But right now it’ll really feel like a wasted slot. Double Time, which allows you to reload while sprinting, is fine in my opinion, but is clearly not enough to save the whole loadout.
R22 Turbo Close Assault (Flying Pig, Double Time, Looter)
An actually pretty good loadout in my opinion. The weapons available are balancing each other (Remburg 7 and Tolen MP : so you’ll be able to fight pretty easly), and the perks, without being excellent, are still kinda good. Flying Pig will negate your fall damage, which will allow you to perform some ambushes easier. Double Time will allow you to reload while sprinting, and looter rewards you for killing supports and medics with ammo or health packs. A lovely hit and run oriented loadout in my opinion.
H22 Turbo Close Assault (Try Hard, Springy, Enigma)
Try Hard is back, for the bad and the worst ! You also get Springy and Enigma. That loadout is more or less a sidegrade of the H11 Superb Close Assault in my opinion. H11 gets drilled, but Cool is pretty much useless. This one has three working perks, but they are far from being the most useful. I don’t need to explain it more : that loadout is meh.
KE21 Elite Operative (Fail Safe, Pineapple Juggler, Chopper)
You know what’s amazing with that loadout ? They managed to make it even worse than the last SMG loadout ! You already know what I think about Pineapple Juggle. Chopper (+20% melee damage) is okayish at best, and Fail Safe sounds like huge joke, and not even a fun one. Less damage from your mines ? I seriously doubt that you are silly enough to get harmed by your own mines… That loadout is an insult to your player status : avoid it like a zombie plague.
R23 Adept Close Assault (Quick Slash, Looter, Cool)
Remember what I said about Quick Slash when I was talking about the R51 Venerable Close Assault ? Well, it was only good because you had it paired with Quick Draw, and you had to count on your melee to save ammo with that loadout. With the R23 Adept Clase Assault loadout, you end up with something pretty meh… But you have the cricket bat as a melee weapon after all, that hits kinda hard with light strikes, so it’s not that bad (it’s still meh though). Looter is good, Cool is not. At the end, it’s not such a good loadout.
KE53 Elite Operative (Guardian Angel, Drilled, Quick Draw)
Now we’re talking ! Remember all the failures that were those past SMG Proxy loadouts ? Cry no more SMG Proxy fan, because the saviour is here ! KE53 Elite Operative feels so good, you may not even believe it exists. Drilled AND Quick Draw on the same loadout ? You though it was a legend ? It wasn’t. Add with this the Guardian Angel loadout for the clumsy player (a bit cruchy, but fine for teamplay), and the non redundant secondary : this is for sure one of the best Proxy Loadouts available in my opinion, if not the best. If you want to play SMG Proxy, don’t think anymore : it’s that one you need ! Good luck to get one though, because you can only drop it as a gold card.