Exteel/Weapon combos

Exteel suits many play styles. Look here to find weapons that will match yours!

Shields
Shield and Shield:

Description: Two shields allows for two sides to protected at the same time, due to the lack of a weapon you can't cause any damage.

Summary: Good for a secondary weapon set during CTF as you can rush the flag without worrying about damage.

Shield and Sword:

Description: A solid combo, the shield soaks damage while the mech closes in to use its sword. Equally effective against everyone(though some shields are better suited against some attacks then others).

Summary: A solid, all around combo adept at any situation, but excelling at none.

Shield and Spear:

Description: Same as shield and sword but with a slower attack speed.

Summary: Probably should avoid unless dragooning, in which it becomes the standard setup.

Shield and SMG:

Description: There is very little reason to use a shield here. In theory, it can protect you against cannon and rocket users as you close in. The problem, of course, is that there aren't many cannon users, and rocket users will move.

Summary: Not recommended.

Shield and Rifle:

Description: With this combo, the mech is trading firepower for slightly more maneuverability and durability. This combo is handy mainly in larger death matches (as well as team death matches), where simply living while doing some damage will be a boon.

Summary: Trades firepower for life span. Works well in groups

Shield and Shotgun:

Description: Could potentially be decent, but until the shotgun gets buffed is worthless.

Summary: On hold.

Shield and Rectifier:

Description: The shield allows you to defend yourself while using the rectifier, but has no attack power.

Summary: Avoid.

Swords
Sword and Sword:

Description: Two swords adds to the number of combos you can perform, increasing the hit limit from 3 to 5. The practicality of this is questionable. If you're fighting a heavy, the combo increase may be enough to kill them. However, most enemies are lights or mediums, meaning you'll normally get in 2 hits at best.

Summary: Good for heavy hunting, near useless against skilled lights. It's good against all if u are a very skilled sword users, who always attacks from air. =)

Sword and SMG:

Description: A practical combo, the SMG is used to attack opponents while the user draws close enough to use his sword. The SMG can also be used to hit fleeing opponents. The drawback to this combo is that a heavy can laugh off the damage of one SMG, and an opponent using two SMG will be difficult to hit with the sword.

Summary: Strong against rifles and swords, it lacks the firepower to kill heavies and catch dual SMG users.

Sword and Spear Description: The worst of both worlds, the spear will slow the mech down and the sword will occupy the time the spear would normally use through combos. While this combo is very deadly against stationary opponents, anyone worth his salt dodge this combo with ease.

Summary: Strong against oblivious cannon users, weak against everything else.

Sword and Shield

Description: A solid combo, the shield soaks damage while the mech closes in to use its sword. Equally effective against everyone(though some shields are better suited against some attacks then others).

Summary: A solid, all around combo adept at any situation, but excelling at none.

Sword and Rifle

Description: The rifle's minimum range creates a great deal of problems for the sword, however the rifle can be used to soften up the enemy before he gets close enough, or to shoot down runners.

Summary: A fine combo if you can effectively use the rifle before attacking with the sword.

Sword and Shotgun

Description: The shotgun is still too weak to be worth its expense. Avoid until buffed.

Summary: On hold.

Sword and Rectifier

Description: Good for protecting yourself if you’re a healer, the bulk of the Rectifier makes attacking difficult.

Summary: Ok in a pinch or if you can't afford another rectifier/SMG.

SMGs
SMG and Sword:

Description: A practical combo, the SMG is used to attack opponents while user draws close enough to use his sword. The SMG can also be used to hit fleeing opponents. The drawback to this combo is that a heavy can laugh off the damage of one SMG, and an opponent using two SMG will be difficult to hit with the sword.

Summary: Strong against rifles and swords, it lacks the firepower to kill heavies and maneuverability catch duel SMG users.

SMG and Spear:

Description: Similar to the sword in practice, the spear isn't currently as useful as the sword. A solid combo nonetheless.

Summary: Better against heavies then its sword counterpart, but worse against lights.

SMG and SMG:

Description: The most commonly used combo in the game, two SMGs are generally quite powerful, regardless of the mech. The only true drawbacks are their range. A mech with a rifle may cause enough damage to take an SMG mech down before the latter mech can damage the former. Mechs with swords can also cause problems, since most players forget they can't hit point blank with the SMGs (a sword can).

Summary: Very strong (many say overpowered). Used by many starters as a crutch, but the social stigma becomes apparent at higher pilot levels. SMG's are also the most action packed weapon of choice in game, keeping the user in the heat of battle.

SMG and Rifle:

Description: An interesting combination, the rifle is often used to draw in mechs while the SMG does the real damage. Potentially very powerful, but the player must constantly be aware of the range status of both guns. Keeping the range balanced is tricky.

Summary: An unwieldy but strong combination against almost any mech.

SMG and Shield:

Description: There is very little reason to use a shield here. In theory, it can protect you against cannon and rocket users as you close in. The problem, of course, is that there aren't many cannon users, and rocket users will move.

Summary: Not recommended.

SMG and Shotgun: Description: A potentially interesting combo if when the shotgun gets buffed. Useless in the mean time.

Summary: On hold.

SMG and Rectifier:

Description: A fair combination, this ensures you can protect yourself and heal your teammates. Very good if you can't afford two rectifiers.

Summary: Good for defense on most maps.

Rifles
Rifle and Sword

Description: The rifle's minimum range creates a great deal of problems for the sword, however the rifle can be used to soften up the enemy before he gets close enough, or to shoot down runners.

Summary: A fine combo if you can effectively use the rifle before attacking with the sword.

Rifle and Spear:

Description: This combo has the same problems as the sword, but the spear is weaker to boot.

Summary: Avoid.

Rifle and SMG:

Description: An interesting combination, the rifle is often used to draw in mechs while the SMG does the real damage. Potentially very powerful, but the player must constantly be aware of the range status of both guns. Keeping the range balanced is tricky.

Summary: An unwieldy but strong combination against almost any mech.

Rifle and Rifle:

Description: This is another solid combo. It does good damage at a decent range, and is dangerous against all armour types. Better yet, some enemies won't even know they are being shot at until they take substantial damage. Watch out for lights with SMGs though, since they can close to the minimum distance very quickly, and you won't be able to outrun them.

Summary: A strong combo, it can cause a great deal of damage to the careless.

Rifle and Shield:

Description: With this combo, the mech is trading firepower for slightly more maneuverability and durability. This combo is handy mainly in larger death matches (as well as team death matches), where simply living while doing some damage will be a boon.

Summary: Trades firepower for life span. Works well in groups.

Rifle and Shotgun:

Description: The shotgun needs a buff to be effective. Potentially strong, like the SMG, you can fire upon enemies while they are closing in or running, and pump some lead into them while they're up close.

Summary: On hold.

Rifle and Rectifier:

Description: The main advantage of this combo is that you can often heal and kill with this combo. Possibly the best combo for the weapon/rectifiers groups.

Summary: Good for action medics.