Exteel/Weapon combos

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

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 your 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.

Sword and SMG:

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 catch duel 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 the sword. equally effective against everyone (though some shields are better against some attacks then others).

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

Sword and Rifle

Description: The rifle's minimum range creates a great deal of problems for this combo. Seems worthless in all regards.

Summary: avoid.

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). Mechs that use two beam spitters are often called "Spitter Noobs". You will not be a popular player if you use two beam spitters.

Summary: Very strong (many say overpowered). Used by many starters as a crutch, but the social stigma becomes apparent at higher pilot levels.

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 this combo. Seems worthless in all regards.

Summary: avoid.

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 amour 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. Lacks an ability.

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, but the mix of having to get close and far at the same time will make for an awkward balance.

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.