Camping - creating a fortress by focusing your forces on a specific area of the battlefield to control strategically advantageous resources or territories. On even battlefields with even starting positions, some form of pushing initially is required to achieve efficient camping.
Pushing - attempting to gain map control or eliminate the enemy by invading neutral/enemy territory
Aggressive pushing - conceptually a high risk/high reward strategy to enter enemy territory with more overwhelming approach to eliminate the enemy or limit his options For primary weapons I would suggest using auto riles and hand cannons as they are mostly meant to excel at closer ranges. For the same reason I would also suggest using side arms as well as shotguns in the special weapon slot.
Passive pushing - a low risk/low reward strategy to draw/lure the enemy out of his territory with safer approach to eliminate him or limit his options. It is obvious that in passive play primary pulses and scouts would be a good choice and special fusions and snipers on the side.
For all loadout creations, reaching some sort of balanced combination is very important to cover most if not all engagement ranges. Two very popular combinations in the current metagame would be an auto rifle with a sniper rifle or a scout rifle with a shotgun.
Logically, aggressive play should work better with striker, voidwalker, bladedancer, and nightstalker with their various quick tricky movement and aggressive grenades. stormcaller, sunsinger, gunslinger, sunbreaker and defender would be more suited for passive encounters using their arguably strong suppressing or control abilities.
However the combination of armor choices, perk selections, weapon loadouts can create less obvious options that can be just as effective. As an example, a sunsinger can play a very aggressive game when running a build based on flame shield and firebolt grenades fueled by maxed out strength and discipline.