Building an effective custom class in Gotham City Impostors is all about planning ahead. There are a ton of viable combinations, and you can unlock the gear in any order, so you need to have a build that you’re working toward. There are no bad items, just bad combinations, so try all the pre-made classes to find a play style that suits you, and then start unlocking the gear that compliments it.
This guide will help you unlock or buy Gadgets, Support Items and Fun Facts that compliment the Weapons or strategies you like to employ, so bone up a bit before you hit the streets of Gotham.
Note: This guide covers the latest DLC, currently exclusive to Xbox 360 but said to be available on PS3 and PC soon.
Classes
Weapons
Mods
Support items
Gadgets
Character
GCI’s standard classes give you the chance to sample the game’s basic arsenal. Try all the classes so you can get a sense of what weapons and equipment you like, and therefore what you’ll want to unlock. The most interesting weaponry isn’t available here, you’ll have to unlock it for a custom class, but remember: no impulse buys! Design a custom class in your head and work toward it by unlocking items that compliment each other.
Striker -
Your basic assault class, use it to see how you like the Dawn Patrol and Persuader Shotgun, as well as the Grapple Gun and Pipe Bomb. He’s got Quick Reflexes, so running and gunning is highly viable.
Scout -
A Nimble Body Type with a silenced Gatekeeper. Use this class to sample the Bombardier, Shuriken, and the Ninja Smoke Bomb. You can make an effective custom class by switching out Cutthroat for Mad Bomber, and using grenades instead of Shuriken.
Defender -
Your chance to try the Mighty Body Type, the Horse Healthy Fun Fact, the Shredder, the Boomerang and the Glider Rig. This is a high damage dealer and the go-to Medic buddy, use the Glider to get around and dive bomb foes.
Medic -
Self-explanatory, but take the chance to try the Partisan Assault Rifle with its three-shot burst. This guy has Rollerskates, which can make it tough to land all three shots, so when building your own medic class, consider using an automatic like the Dawn Patrol, the Shredder, or a Submachine Gun, or using a lighter character who can keep up without the help of a Gadget. Also, make sure to try his Impact Grenade, it works really well with fast moving builds.
Sniper -
A basic long range rifleman, he uses the slower, more powerful Buccaneer rifle. If it’s too slow for you, build a sniper class with the faster firing, lighter hitting Marshal rifle. Use his Trap-in-the-Box to cover your rear, and his silenced Desperado is a great panic weapon.
In GCI, you have two weapon slots, Ready and Back Up, and any gun can go in either space. Many players prefer Rifles and Heavy Weapons as a Ready, with Shotguns or Submachine guns as a Back Up, but the opposite can be viable as well. For your first two unlocks, consider a pair of weapons that compliment each other, i.e. a high range Assault Rifle and the up close punch of a Shotgun.
All of GCI’s assault rifles are powerful long range weapons, but they differ in rate of fire and clip size. You can try the Dawn Patrol and Partisan via the Striker and Medic classes, and the Huntsman is a highly accurate semi-auto like the MK14 in Modern Warfare 3. Try them out and see which firing mechanism suits you, then work that weapon into your build.
Dawn Patrol: The standard assault rifle, it’s powerful, shoots fast but lacks accuracy. Good for speedy players skating, bouncing and otherwise on the move. Try a Red Dot Sight for improved accuracy, or Extended Magazines for real Scarface action.
Hunstman: This highly accurate semi-auto fires as fast as you can pull the trigger. Use its pinpoint accuracy to make each shot count. With a Red Dot Sight this is practically a sniper rifle, while the Reflex Sight is better for medium range. If you’re already a crack shot Extended Magazines will make you one deadly impostor.
Partisan: A semi-auto that fires a three-round burst, this rifle works best at medium to long range. The key to dominating with this gun is getting all three rounds in your target. Try it with a Red Dot Sight and carry a Shotgun or Submachine gun to compensate for its close range failings, or the Deep Freezer to make sure opponents stay still.
While best in close quarters, GCI’s Submachine Guns are versatile. They work well as a Back Up or Ready weapon for big or little characters.
Gatekeeper: The most balanced Submachine Gun, and considerably powerful up close. Makes an excellent Ready Weapon for smaller, more nimble characters, try it with the Muzzle Break if hip firing is your thing. It’s also a great Back Up weapon for heavy characters, Extended Magazines help for mopping up foes.
Desperado: Lacks the Gatekeeper’s punch, but man does it fire fast. Best at close range, avoid the Muzzle Break since you’re already lacking in damage. Try Extended Magazines or Penetrator Ammo to chew through Body Armor.
Heavy Weapons are just that, “heavy,” meaning they’ll weigh down everyone except the Burly and Mighty characters. However, they make a nice Back Up for smaller body types, since your movement isn’t penalized until you have the weapon out. Experiment with different ways to compensate for the extra weight, like Skates or movement improving Fun Facts.
Shredder: Insane
rate of fire meets surprising accuracy; this is the big man’s SMG. For Mods, a
sight, Penetrator ammo or Extended Magazines are all great options.
Jackhammer: High damage heavy machine gun, with an upgraded sight this can be a truly
dominant medium range weapon. If this is your Back Up weapon you probably won’t
have time to aim, so try the Muzzle Break for improved hip firing.
Deep
Freezer: Obviously based on the designs of one Dr. Victor Fries,
this unique weapon freezes enemies solid with an icy blast. Your target will
have to shake himself loose by wiggling the analog stick. Don’t give him the chance,
follow up with a shotgun blast, a melee attack, or a swipe of your Falcon
Blade. If used properly, the Deep Freezer can be worth the movement penalty for
a lighter character. Try compensating with Rollerskates or Spring Shoes.
The self-explanatory sniper rifle section, both The Marshal and Buccaneer are deadly accurate, so you’re choosing between firing rate or power, respectively. The Bear Stalker Bow, however, is a whole different ball game. Remember, a Grapple Gun can be a sniper’s best friend, letting him reach high firing positions, and then change perches quickly when enemies get wind of him. Targeting Goggles let him find foes fast, and contribute to the team by spotting targets. Also, sniper rifles do not have Penetrator ammo, so if your target has Body Armor, go for the head.
The
Marshal: High rate of fire but low damage, so headshots are
especially important. Your default Scope Lens offers the traditional long range
sniper scope, but switching to a 4x Scope Lens makes for a medium range weapon.
For Mods, the Body Odor Sniffer will help you find bad guys, especially if
you’re not using Targeting Goggles, and Extended Magazines will get the most
out of that mean rate of fire.
Buccaneer: Very, very powerful but very, very slow. High damage means you don’t always
have to shoot for the head, but it’ll be devastating when you do. If you’re a
one shot, one kill kind of guy, this is your rifle. Ninja Smoke Bombs can help
you make a clean get away.
Bear-Stalker: When it comes to finesse, there’s nothing quite like a bow. It takes a
second or two to pull back for maximum damage, but you can do it without
scoping the weapon, which lets you keep your eyes peeled for victims. Again,
the 4x Scope provides mid-range versatility and the Body Odor Sniffer will
track your quarry. For Gadgets, the Targeting Goggles are a great choice.
They’ll help the whole team hunt, and it keeps tabs on the enemy so you can
avoid close encounters, where your bow will be less effective. Try a Desperado
or the Chaperone for a Back Up weapon.
You know the drill: deadly up close, crap at a range. The Shotgun is great as a Back Up, but it’s a fine Ready Weapon if you like to close in on the enemy through stealth or speed.
Persuader: The
standard pump-action shotgun, it has a slower rate of fire but packs a real
punch. Put it to good use at close range, and close the distance with
Rollerskates, Spring Shoes or sneaking in with Ninja Smoke Bombs.
Chaperone: The spray and pray version of the shotgun. Not as powerful, but fires much
faster. Great as a Back Up if your Ready weapon is long range only, and lets
little guys shred larger enemies via high speed hip firing, especially with
Penetrator Ammo. The Extended Drum mod will give you an obscene number of
shells.
GCI offers two vastly different different guns that fire explosives.
Thunder
Dragon: Fires explosive rockets that travel straight to their
target. Great for softening up heavy targets, or leading little guys.
Bombardier: A slingshot that fires
explosives in an arc. Hold the trigger to charge up for maximum range, the
firing mechanism takes some getting used to.
Knife: Every impostor carries a knife that serves as his Call of Duty-style right
thumb stick melee attack. However, the bigger your Body Type, the more damage
your knife attack will do. Note that certain Fun Facts affect this, Leathery
reduces the damage taken from melee, and Cutthroat increases the damage you do.
Falcon
Blade: A fine finesse weapon that deals great damage. Being a
sword, it’s melee only, but compensates by letting you block incoming bullets.
The key with the Falcon Blade is getting close enough for the kill. Try
Rollerskates or Spring Shoes for speed, a Ninja Smoke Bomb for stealth. It’s
also a great way to finish a stunned or frozen enemy, so try it with the Deep
Freeze or the Boomerang.
Motivator: This
megaphone provides more than just encouragement, it dispenses healing and
boosts defense when used on a fully healed player. Carrying it makes you the
medic, so act accordingly. Follow the pack, especially big guys who can act as
a meat shield while you heal them. Blinking heart icons will direct you to
injured players, but having a headset is the best way to coordinate with your
team. Note that “firing” the Motivator slows you down. To keep up with the team
you’ll need Rollerskates, a helpful Fun Fact, or a quick Body Type.
Kingmaker: GCI’s only pistol
features faster than average switching, making it a great Back Up weapon. It’s
perfect for close range mop-ups. It features two Mods, Full Auto, which does
just what you think, and Hollow Point Rounds, which are ineffective against
armored foes but do massive damage to everyone else.
By default your guns will start with an Iron Sight or the standard Scope Lens for sniper gear. Weapon Mods can really change how a gun handles, so pick one that compliments your play style or makes up for your weapon’s weaknesses. As of now, only the Falcon Blade and the Motivator are Mod-less. Note that Mods must be unlocked separately for each gun, meaning you can’t use the Dawn Patrol’s Red Dot Sight on your Huntsman. Thankfully the game is liberal with these unlocks.
Silencer: The
James Bond special, it keeps you off enemy radar when firing for the cost of a
little range. Great on sniper rifles, they already have excellent range and
killing quietly means you can stay in one place longer. Also effective on
Submachine Guns, which are best up close. Try it on the Desperado!
Reflex
Sight: Less magnification than the Red Dot makes for a wider
field of vision, which means it’s easier to spot targets while aiming. It makes
Assault Rifles and Submachine Guns dominant at medium range.
Red Dot
Sight: A higher zoom than the Reflex Sight, increases range and
accuracy to boot. Can be equipped to a number of guns but works best on Assault
Rifles, greatly extending their reach.
Body Odor
Sniffer: A reason to shower before battle, the sniffer can be
equipped on nearly every weapon. It lets you get the drop on players without
carrying Targeting Goggles or a Motion Sensor. Try it on your Back Up weapon
and switch to it when needed.
Penetrator
Ammo: Bullets that ignore Body Armor and go through thin walls.
Try keeping a Back Up weapon with this Mod in case you run into an armored foe,
or use it with the Targeting Goggles to shoot enemies through the wall.
Extended
Magazines: Bigger clips mean more bullets and a slightly longer
reload time. Great for fast firing weapons like Submachine guns or the Shredder.
Muzzle
Break: Great for hip firing automatic weapons, this Mod gives you
improved accuracy for a 15% reduction in damage. Great for players that need to
keep moving. Try it on a Shotgun, since the damage reduction won’t mean as
much.
4x Scope
Lens: A bit like the Reflex Sight for Sniping Weapons. The
smaller zoom gives you a wider field of vision, making it easier to spot
targets while aiming. A must-try for the Bear-Stalker.
Bouncy
Grenades: Just for the Bombardier, your explosives will bounce,
letting you make bank shots or spam an entrenched enemy. They detonate on a
short fuse or when they hit flesh.
Missiles: Weaker
but flies faster, so it’s easier to hit a moving target. You have three in the
chamber, so the improved firing rate balances out the lack of damage.
Mortar
Rounds: Another Bombardier exclusive, these explosives arc like
mortar shells and have wide splash damage.
Rockets: Slower,
easier to dodge Rockets for the Thunder Dragon. You need to catch players off
guard with its big area of effect and high splash damage.
Support Items are a varied category, ranging from explosives, traps, and power ups, to armor and throwing weapons. Also, most Support Items like Pipe Bombs or Shiruken recharge after being used, so you don’t have to wait for a respawn to get more.
Pipe Bomb: Your
standard GCI grenade with a three second fuse. You can let it cook in your hand
for a well-timed detonation.
Impact Grenade: This fast-acting grenade with a nice radius can turn the tables on multiple
enemies. Instant detonation makes it easier to hit quick enemies, and big guys
will have trouble getting away from the splash damage. Toss it in the path of
bouncing or skating enemies. If you’re talented at “leading” targets, this is
your ‘nade!
Boomerang: To use, hold trigger to lock and release to fire. Stuns and does modest damage.
A versatile gadget, lock-on makes it great for those fast moving enemies, and
the stun effect gives you a chance against high health bruisers. Dizzy your
enemy and move in for the kill.
Hatchet: Hold R2 to ready it, release when the enemy is sighted. Another fast-acting
Support Item that can quickly put down a single troublesome enemy. This is a
finesse item that takes some getting used to, but it’s deadly when you have a
feel for it. Don’t forget you can retrieve your thrown Hatchet to avoid waiting
for a new one.
Shiruken: These
throwing stars can lock onto multiple enemies. If your build isn’t suited to
dealing with fast moving enemies at close to medium range, Shiruken will give
your arsenal the precision it lacks.
Bear Trap: This
painful looking item does less damage than you’d think, instead it slows enemies
down until they can wiggle out of it. Put ‘em where they’ll get tripped on.
Great for snipers, both offensively and defensively. Throw it in the path of a
skating enemy for instant results.
Trap-in-the-Box: Proximity mine that can catch multiple enemies in its explosive radius. A
great way for snipers to protect their backs, and fast moving players can drop
them around corners while being pursued.
Body Armor: Damage from standard bullets is reduced 20%, but you’re extra sensitive to the
Deep Freezer and stun items like Bear Traps and Boomerangs. Also, Penetrator
Ammo goes right through your armor.
Energy
Drink: An on-the-go healing item that provides a quick boost to
your regeneration rate. Healing stations are generally plentiful, but flag
carriers, snipers and other loners will find it useful.
Care
Package: Resupply your team with health and ammo. Enemies can use
it too, and that has its advantages. Deploy it to lure some targets into the
open, then snipe away or blow them to high heaven.
Motion
Sensor: Toss one of these puppies out and any enemy who gets near
it will be marked on the map for you and your team. Great for team players,
medics, and makes a nice early warning system for snipers.
Airspace
Denier: The anti-Glider Rig, it stuns players flying overhead and
brings them to the ground where they’re easy pickings. Set these traps near
updraft vents, trampolines, or in any high traffic area.
Toxic Gas: Pour
this can of beans down your gullet and fart out a stinky cloud that does measly
damage but stuns and disorients enemies. If you’re a Speedy character, get
enemies to chase you around a corner, plant the cloud and mop them up.
Otherwise, try placing it in high traffic areas, or spots where Rollerskating
ramps dump players.
What would a bat-person or joker-guy be without their wonderful toys? GCI has a utility belt full of devious devices and clever contraptions designed to help you get around, or get the drop on the enemy, sometimes literally.
Glider Rig: Just as it sounds, the Glider Rig allows you swoop around Gotham. Remember
you’ll need some environmental assistance to reach gliding heights, either from
catching an updraft, bouncing on a trampoline, or simply leaping from a high
ledge. Once airborne you can dive bomb the enemy. The heavier you are the more
damage you’ll hit for, so the Glider Rig is a great choice for Might or Burly
builds, and helps those hefty types cover more ground.
Grapple
Gun: The most unmistakeably “Batman” of all the gadgets, it
allows you to reach high firing positions quickly and zoom away when spotted.
Snipers love it but it’s also great with Red Dot assault rifles or for anyone
who appreciates a high vantage point. Don’t forget how exposed you are while
grappling, you can always release the trigger to drop at any time.
Rollerskates: Possibly the most unique item in GCI, it gives you a higher top speed while
moving or sprinting with only a loss of maneuverability. Extremely versatile,
it can help big guys compensate for their lack of speed, or make little guys
nearly impossible to hit. Stay in wide open spaces for maximum advantage,
you’ll be a complete spaz inside. Also, don’t forget to hit ramps while sprinting
to get launched across the map.
Spring
Boots: Another versatile gadget right out of Wile E. Coyote’s
Acme catalogue. Little guys will appreciate the unpredictable movement it
affords, as well as being able to easily close the distance on targets. Big
guys will be able to reach new heights and deal crushing damage by landing on
foes.
Inflatable
Insoles: This set of rubberized footwear lets you double jump, a
huge advantage for any Body Type, but most especially smaller, more delicate players
who need to dodge enemy fire. It’s also great for snipers, letting them scale
heights faster and make bouncy getaways.
Targeting
Goggles: Like the Motivator, Targeting Goggles are the sign of a
true team player. They let you see through walls, and zeroing in on enemies
will highlight them temporarily for your entire team to see. To really take
advantage of your x-ray vision, equip some Penetrator Ammo and hit enemies
through the walls. Don’t get cocky, however, enemies with the Wallflower Fun Fact
won’t be picked up by your goggles.
Ninja Smoke Bomb:Use one of these babies and you’ll be practically invisible, but you have
to keep holding the trigger to remain unseen. Using any item will make you
visible again, so first get into position for a devastating sneak attack.
Remember you’re not completely invisible, enemies will be able to see a wavy
outline like Arnold in Predator.
You can adjust a lot of cosmetic details about your character, but only Body Type makes a difference in gameplay. It doesn’t just affect your size and shape, it determines Health, Speed, and Melee strength. Heavier guys have more health, can carry Heavy Weapons, and hit for more damage when using Melee, Glider bombing or Spring stomping. As a result of their size they are easy targets and move slowly. The lighter guys are harder to hit because of their size and speed, but they have minimal health and slow down when using Heavy Weapons.
Speedy: The lightest, fastest class. To make the most of their size they need to keep moving, they go down fast when standing still. Strap on Rollerskates or Inflatable Insoles and it’ll take a real marksman to bring them down. Their speed makes them great at running up on enemies, so try weapons built for close quarters, like Shotguns or Submachine Guns.
Nimble: They have slightly more health than Speedy guys, but they’re slightly slower as
well. Makes a fine sniper or stealth class. With Rollerskates they’re nearly as
fast as their smaller counterparts.
Tough: The
most balanced Body Type in GCI, makes a great Assault Rifle or Shotgun warrior.
Good for players who don’t want a niche character, this balance of health and
speed makes Tough viable in multiple positions. Try him as a mid-range bowman.
Burly: Heavy
enough to haul the big guns without penalty, but not as broad of a target as
the Mighty. If you want something with balance, but enough health to be on the
front lines, Burly is a fine choice. He makes a good medic if he has
Rollerskates to help him keep up, and he gets a nice damage bonus when Glider
bombing or Spring stomping.
Mighty: GCI’s
de facto tank. He’s big, slow but strong and healthy. The Glider Rig is an
obvious choice, since it lets him get across the map more easily and he gets a
massive damage bonus when dive bombing. Being slow, he’ll have a hard time
getting close to the enemy, so your Ready weapon should be something with
range, perhaps the Shredder or Jackhammer? Keep a Back Up that can deal with
little guys who charge you. The Chaperone is a good panic weapon and you swing
a mighty Falcon Blade.
Fun Facts are the perks of Gotham City Impostors. Passive abilities that specialize your character, they’re divided into two groups, so players get to pick two.
Horse
Healthy: Your max health is 15% higher, and everything heals you
faster, energy drinks, healing stations, the Motivator, everything. Pair this
up with a Burly or Mighty Body Type and your the medic’s best friend.
Possum
Player: If you hold off on respawning, other players can revive
you. Some big pros and cons here. This Fun Fact is uncommon and since your
average GCI player isn’t used to reviving teammates, they may ignore you, or it
may confuse them and result in their death. On the other hand, if you have
reliable teammates and good mic communication, it can be a real life saver.
Sorry about the pun.
Regenerative: When injured, your natural regeneration kicks in sooner, and heals at a
much faster rate.
Quick
Reflexes: Your gun comes up faster after sprinting, which means
you can start shooting faster. Great for little guys who run a lot, also helps
big guys get the most out of their sprint.
Fleet
Footed: You’re faster while running, sprinting, skating, or
grappling. Great for small sprinting classes, or Burly medics who don’t want to
use Gadgets to keep up with the team.
Wallflower: The silent, deadly type. Motion Sensors won’t put you on radar, Targeting
Goggles can’t spot you, and Sniffers won’t smell you. Use it with the Targeting
Goggles to avoid tasting your own medicine.
Mad Bomber: Your explosives do 10% extra damage. Get the most out of it by doubling
down on explosives; carry a Launcher and grenades.
Flak
Jacket: Explosives hurt you a little less, but the
Trap-in-the-Box can still kill you in one hit.
Marksman: You
deal 5% extra damage with bullets and projectiles, this includes arrows but not
explosives, i.e. anything affected by Mad Bomber. Great in conjunction with a
high rate of fire, try it with the Shredder, Desperado or Dawn Patrol.
Kinda
Bulletproof: Enemy bullets and arrows do 5% less damage.
Cutthroat: You
do more damage with blade attacks, your melee knife and the Falcon Blade
included. Makes a for nice surprise when using lighter classes, or any build
that likes to get in close.
Leathery: Attacks
from the melee knife and the Falcon blade hurt you less.
Thick-Headed: Headshots, Boomerangs, Glider attacks, Spring stomps, anything that goes
for your head will hurt you less and won’t stun you as effectively.
Wooden
Legs: Bear Traps don’t slow you down and the Trap-in-the-Box
won’t be instant death.
Hard Target: Enemies get no damage
bonus for shooting your noggin. Equip this with Body Armor if you really hate
snipers.
Rampages are GCI’s kill streaks, temporary bonuses earned through damage and kills you inflict or receive.
Kill Crazy: You’ll do double damage for 15 seconds after dealing 1200 points of damage.
Powder Keg: If you get killed 5 times without getting a kill, you’ll do double damage for
15 seconds. This is essentially a death streak, like in Modern Warfare. It’s
hard to recommend over the more aggressive Rampages, but if you’re really that
terrible swallow your pride and take this perk.
Tough as
Nails: Dish out 1200 points of damage without dying and you’ll
get a major defense boost: 75% less damage taken for 15 seconds.
Angry
Hedgehog: Another deathstreak. Die five times with no kills and
you’ll get 75% extra defense for 15 seconds. If you need this, you know who you
are.
Gun Runner: Do 1200 points of damage and your movement speed will be doubled for 15
seconds. Fun on little characters, but it may actually be best for heavier
guys. When you’re moving double time as a Mighty character, you’ll see why.
Death
Racer: Die five times without a kill and your movement speed will
double for 15 seconds.
Eagle Eye: Deal
1200 damage without getting killed and the enemy team will be revealed on the
map. Note: enemies
with Wallflower will be unaffected.
Wolfpack: A
Hangover reference? Do 1200 damage without a death and your teammates will
disappear from the radar and lose the effects of Targeting Goggles and Motion
Sensors. Note: this doesn’t make your team permanently radar invisible, it just
wipes their slate clean so the enemy has to reveal them again.
The Psych Profile is another perk slot that unlocks at level 30. There’s a reason the game takes so long to give you this, you really need to have a good sense of your play style to choose one that will benefit you. These perks give extra experience that shows up as your Psych Bonus at the end of a round. Be warned, the perk’s penalties will chip away at that bonus every time you do something that doesn’t fit your profile. Because these perks carry so many penalties, many players opt for the default In Denial, which is essentially a blank perk that does nothing and lets your character unskewed. Still, remember that the penalties only take away from your would-be bonus, not the standard experience you earn, so go ahead and experiment.
Antisocial: All solo actions,
basically kills, give extra experience. Healing teammates and capturing
objectives, even kill assists or teammate rescues will give you a penalty.
Great for one shot one kill snipers, players who love team deathmatch, and
those who concentrate on killing above all else.
Anxious: You get a bonus for
non-combat actions, basically healing with the Motivator and spotting with the
Targeting Goggles. Hurting enemies drains your bonus. If you’re capable of
being a true support player and not firing a round, try this Psych Profile.
Bipolar: Your highs are high and
your lows are low. When your team is in the lead, you’ll earn bonus experience,
when your team is lagging, it’ll start draining. A good way to stay motivated!
Body Dysmorphic: Maybe the
simplest Psych Profile, you’ll get bonus experience for using Speedy, the lightest
Body Type. Don’t use this with any other Body Type, as it results in a penalty.
Codependent: Sort of a more
versatile take on Anxious, it’ll make you a real team player. There’s an
experience bonus for team actions, such target spotting with Motion Sensors or
Goggles, capturing objectives, and healing others, but you’re penalized for
solo kills.
Histrionic: You’ll get extra
experience when you’re in the top three on the scoreboard, but you’ll lose out
when you’re not. Good for objective focused players who often find themselves
at the top of the board.
Kleptomaniacal: You get your
experience bonus by stealing objectives from others, i.e. the battery, but
you’ll lose it when someone takes them from you. Not much good in deathmatch.
Masochistic: Extra experience for
taking damage, but you’ll lose some for every death. Basically, you want to
soak up a lot of damage without getting killed. Great for Mighty characters
using Horse Healthy.
Narcissistic: It’s all about you!
You earn extra costume coins, but get a penalty for helping others with
revives, capturing objectives, and healing. Great if you’re looking to build up
your wardrobe.
Paranoid: Additional experience
for getting revenge kills, i.e. killing the guy who just killed you. But
beware, if you fail to get revenge and that player kills you again, he can
become your Nemesis, for which you’ll be penalized.
Passive Aggressive: This is for
players who like to set traps. Bear Traps, Trap-in-the-Box, and the Airspace
Denier will all get you a bonus, while direct combat, i.e. shooting people, is
penalized.
Sadistic: Hurting others gets you
bonus experience, but if they kill you you’ll lose it. Great for snipers,
stealth, the Horse Healthy, or anyone who’s good at staying alive.
Tyrannical: Bonus for killing
players when you are their nemesis, but if they get revenge you’re penalized.
Find a player you have an advantage against and bully them for extra
experience.