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This was without a doubt just a testing phase.. much more will come!
The ones we fought on Calypso were just the spearhead, and they are more to come.
But I had a lot of fun fighting the Illuminate.
My one concern is that i found a fairly optimal loadout really early on and haven't felt the urge to change it. I'm sure they'll add more Illuminate units later on but right now I'm really enjoying the urban combat.
If you want a do-everything loadout, here it is:
Trashclear primary (I've found basic liberator works really well if you go for headshots, any shotgun also works well)
Machinegun sentry
Bullet dog backpack
Anti-material rifle
Grenade pistol secondary
Orbital Precision Strike
Gas nades for disengage and crowd control
Liberator takes down shields pretty well, and i've found the base to offer the best balance of handling, range, and recoil. Both the Lib Pen and Carbine work well in this role.
Crouch and take headshots to clear trash. Bullet dog also one taps trash as it always goes for headshots and can kill flying overseers at medium range with medium AP and sustained fire for their ablative armor.
Grenade pistol kills Illuminate ships. It also destroys tesla towers.
Orbital precision strike is low cooldown and can one-tap illuminate ships with the shield up.
Anti-material rifle one taps the Illuminate drones that summon ships, making the entire run safe and easy if you can get rid of them consistently. Two taps Illuminate to the head assuming you can aim, one-taps flying Overseers in the backpack. One single bullet from long range can destroy a tripod walker's shield generator, often before they're even aware of you and have their shield up. Four or five bullets to the upper leg joint (you'll know when you get a red hitmarker) will drop one cold long before they get the telegraphed laser anywhere near you.
Machinegun sentry is a low cd cover your ass set and forget thing. Urban streets offer clear fields of fire for roaming trash mobs and they counter flying Overseers pretty well.
The new armor passive solves any AMR ammo issues, and ammo boxes are always quite plentiful in the urban areas.
If you don't want to, get a buddy and have them play AT/anti-ship while you work on trashclear and shield popping with a Stalwart or something.
They're the easiest out of the 3, but you just have to get used to using different weapons and stratagems. which is probably why I've found them loads of fun getting to switch up play style and find uses for guns that were less useful elsewhere. Like the arc thrower works great to have one on a team, it can stun lock the walkers and heavies while also doing decent enough damage and tear through the zombies.
I don't think they'll stay the easiest either, as more units are added for them they'll balance out, and the fun will continue trying to find the new strategies.