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Choosing a weapon

Written by Sapper
Last updated on 2002-08-15


This article will not give you a bunch of crud about why you need to have a weapon, what it used for, or whatever other moronic babble you can think of about choosing a weapon. Having a weapon is important, and we don't mess around. After all, you're not worth much if you don't have a weapon on the battlefield. What do I need a weapon for?

One of the first things to think about when you are choosing your combat weapon is what you need it for. Are you going to be sniping with it? Are you going to be making heavy assaults with it? Are you going to scout with it? Remember, you don't get a position based on your blaster, you buy a blaster based on your position... at least, I hope that's how all squads are run...

Below is a list of tips for different uses of water blasters. They include the most well known positions in a water war.

Sniping

  • Long range
  • Small reservoir
  • Powerful
  • Fires out all of its contents fast!
  • Non-Super Chargeable (this is one exception that breaks this rule: the Splashzooka)
  • Fairly lightweight but remember that the blaster of choice should shoot all of it's water out fairly quickly & water is what most of the weight is
  • Should have dark colors, or paint it dark colors
  • You may even want to go as fare as to buy a net and put some foliage (leaves, twigs, etc.) over it after you've painted it and/or duck taped it
  • Must not have a loud trigger
  • Must not be too cumbersome
  • Definitely a CPS, preferably a pre-2000 one
  • It would mean death if you bought an old classic because they don't fire fast enough and have too small of a nozzle
  • Try to avoid XPs, but they'll be OK if you have nothing better to use
  • Max-Ds would be step up from XPs, but again, try not to use them if there is anything better
  • Super Charger's are about as good as Max-Ds
  • The Monsters would be all-OK, except the Monster XL just make sure you can carry them

Scout

  • Extremely light
  • Small reservoir
  • Not cumbersome
  • Should have dark colors, or paint it dark colors
  • CPSs & Monsters are too big
  • XPs & Max-Ds (preferably Max-Ds) are perfect
  • Don't use any of the Super Charger's except the SC 400

Spy, Sabotager

  • See Scout

Heavy Weapons Operator, Water Balloon Grenadier

  • [Obviously] Heavy weapon (or lots of water balloons)
  • Long range
  • Powerful
  • You may want to consider a water balloon launcher (if you're the grenadier)
  • Can fire out its contents over a period of 2-4 seconds
  • Has a variety of nozzle settings
  • Large pressure chamber & reservoir
  • Comfortable
  • Make a strap for it because the Super Soaker straps are bad
  • Your fingers must naturally fit on the pump & handle
  • Doesn't necessarily need to have dark colors or painting, but it could help increase your combat effectiveness if you did
  • Take a backpack out with you to carry the water balloons, army ALICE packs work well, too (if you're the grenadier)
  • Make sure you have a sidearm (see Scout for side arm choices)
  • You must have escorts, it's a small price to pay for having so much fire power
  • CPSs & Monsters definitely
  • Super Chargers, XPs, Max-Ds, and the Classic series are all too small

Grunt, Regular

  • Medium blaster
  • Comfortable
  • Your fingers & hands should naturally fit onto the handle & pump
  • Make a new strap or add a strap because the universal Super Soaker straps are cheap
  • Moderate power
  • Must be able to fire it's contents over a period of 4+ seconds
  • Doesn't necessarily need to have dark colors or painting, but it could help increase your combat effectiveness if you did
  • Has a small variety of nozzle choices, two would be enough, but the more the better (!)
  • Most CPSs up to the CPS 2700 are fairly good choices before it starts getting too heavy
  • The 2001 Monster (or CPS 4100) is the only good position to fill this role out of the Monster series
  • The SC 600 is the only really good SC for this job
  • Most medium-heavy XPs are good for this position (NOTE: You be the judge of whether or not they're medium-heavy)
  • Most medium-heavy Max-Ds are good for this position (NOTE: You be the Judge of whether or not they're medium-heavy)

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