Wrong Guy wrote:. Within 5 seconds of spawning in my very first game, I got teamkilled 
I must have sacred the guy, he kept apologizing.
Arrgh! Another player!
The shock to his system must have been tremendous... 
If you don't mind I'l give you a quick run down of what the kits do.
Number 8 is always a droid- a deployable robot who will usually follow you.
Ordinarily you need three players in a squad to deploy droids but some server settings allow you to use droids and simlar items without being in a squad.
What the droid does is class specific- usually augmenting your ability to teamwork.
Trooper gets a short range sensor droid (like a UAV) that compliments his deployable sensors (7, IIRC)
Medic gets a healing drone to compliment his bacta canisters(4) and shock paddles (5)
Support gets an R series droid that works like an ammo crate, complimenting his actual ammo generator (4)
Heavy Veapons Guy gets a blaster remote that follows you and shoots things (Rebel) or a patrol torture droid that stays in an area and floats towards enemies nearby- damaging them if it gets close -also damaging friendlies!(Imperial)
Officer kit gets a spawn beacon instead that requires 4 squad members to use. You must be a squad leader to use officer kit.
Other than that the most important knowledge is GRENADES. Only the trooper gets frag grenades and they are weapon (4). Anything else that looks like a grenade is NOT a frag grenade.
Medic gets area of effect sonic or gas grenades that do the same thing- do damage over a few seconds in a large area of effect. These force the enemy to run away from the damage zone or die. Note that you wont get credit for kills with this weapon...
Heavy gets two emp grenades (6) that screw up vehicles and annoy walkers. Not an incredible weapon, not nearly as effective as 2142 , more of a last resort.
Support is carrying enough firepower to destroy a Star Destroyer. This is because he is carrying explosives and the means to infinitely resupply those explosives (ammo generator)
Explosive time bombs are (6) and you carry 2 that can be resupplied . These explode after a few seconds and stick to walls and vehicles, meaning they are great for chucking at tanks and walkers.
They do not throw far though meaning you have to be danger close to use them.
You have to be careful with them- I'd say 90% of new guy TK's are due to thinking that these are normal grenades or mines.
Confusingly, you also carry 2 proximity mines(7) shaped like triangles. They stick to walls but not vehicles. They explode from the face so if you deploy them on the ground they explode upwards and out, if stuck to a wall they explode perpendicualr to the wall and out.
They don't resupply so use them carefully.
Thats the important stuff. Every other weapon/equipment is safe enough to find out what it is by using it.
In particular , try Heavy (5)- deployable shield
Trooper (5), smoke grenades and scanners/binoculars (6 / 7?)
support (5) repair tool
officer deployable heavy blaster gun (2)
''Its over. Angel won.'' RSF Gurd