This thread is to help newer folks with effective kit selection. AS always, your mileage may vary, as everyone's playstyle is different. Lets help 'em out.... and let them know what they are upagainst.
Hopefully this will helps some of th enewer, and lower leveled folks with a competitive edge against some of us more experienced, and why/what/how they are effective. I know it would have helped alot if i had a list like this when i first started.
For those of use who are already set in our ways, its good to theorycraft as well....
This is based on the current R7 version.
Some of mine:
Kit: Sniper
Primary: VSS Special
Seconday: Any
Gadget 1: Mortar
Gadget 2: Extra Ammo
Gadget 3: Extra Damage
Vehicle: Extra munitions damage.
Why: This is an effective Close/Long range kit. The overall playstyle I found to be the most efficient with this kit, is a low, hidden position with good vantage points, but you don't need a clean line of sight.
Because of the gun's mechanics, if you see a moving leaf, you pop off a round. If it hits, fire some more!
This setup/gun, is most effective with 1-2 shot bursts. after 2, the accuracy goes horrid. This gives you the oppertunity to use it in an assault type situation as well.
Pros: The primary bonus of the kit is the rapid fire/burst fire mechanic. While with a normal sniper kit there is a reload time inbetween shots, this kit allows you to pop off multiple shots. Great for moving targets, the accidental miss, or the targets who wind up taking multiple hits to kill. With this loadout there are 20 bullets to a clip.
Secondly, if you get into a close combat scrape, in a pinch firing from the hip is moderately effective, and doesn't require you to swap weapons to do so.
Thirdly, Silenced. This is beneficial at a moderate range, as its nice and quiet. this makes finding your position to nearby enemies much harder to locate.
It's like an assault rifle with a moderate scope.
Cons: Ammo. Because the gun itself require more bullets to kill someone than a normal sniper rifle for non-headshots, running without extra ammo limits your overall combat effectiveness.
Range. The bullet drop on this gun is a pain. It has in my opinion one of the shortest overall ranges of all the sniper rifles.
Overall stopping power. Overall, it takes 2-4 hits overall to kill a target. If you miss a headshot on a sniper or other target, they have an oppertunity to find out your location, and take you out with a much more stopping power efficient weapon.
The scope is annoying as hell. And, more than 2 bullets at a time result in a very wild firing arc.
Kit: Medic
Primary: M60
Secondary: Any
Gadget 1: Paddles
Gadget 2: Red Dot or Acog scope. I prefer red dot.
Gadget 3: Extra Damage
Why: The primary role of this loadout is suppressive power, stopping power, and general support.
The weapon should always be fired in short 3-4 shot bursts. This gives the wielder the most effective concentration, while providing decent supression power.
As always, rezzing fallen comrades comes in first.
Pros: Long range accuracy, and stopping power. With this selection, you can holddown a decent spressive stream for your squadmates to move into a position. The standard clip loadout provides decent time to do this.
The red dot options provides you with a better FoV, and view of exactly where you are firing, making this kit effective for taking out opponents, and even enemy snipers.
Cons: As with all LMG's, Close quarters combat is less than effective. The stopping power helps a tad, but less focused "Spray and Pray" ultimately cripples most people. In these situations, Secondary weapons and knives are your best friend.
Reloading. Same with other LMG's, this has an extensive reload time. chews aload of ammo too. Hope you have an assualt class who knows that dropping an ammo box is for more than reloading their noob tubing fantasies.
Kit: Assualt
Primary: M16A1
Secondary: Any
Gadget 1: SMOKE SCREEN
Gadget 2: ACOG
Gadget 3: Stopping Power or Body Armour
Why: The effectiveness of this loadout depends on the user to realize 2 things.
a. Your job is to provide SUPPORT, hence why your called a SUPPORT class.
b. Being an effective player also means your Kamikaze Kenny.
The primary focus here is combat effectiveness at medium/long ranges. While horribly underused, the Smokescreen grenade allows you to use it as both an insertion and a diversionary tactic.
Secondly, the 3 shot burst of the M16A1 is best used pointing at the waist to lower chest. each successive shot of the rifle moves the next bullets trajectory up a bit, allowing for a headshot after the first 1 or 2 non fatal blow.
Pros: Stopping power. Hands down, a station or prone target gets torn apart by this loadout. Aimed properly, unintended headshots will rain down on you.
This is a true suppressive/support/team oriented loadout. When used with an effective knowledge of the class, your enemies don't know what hit them. launching a smoke grenade and strafing to the edge and removing the obstacles on the otherside.
Most people see a smoke screen and try to navigate around it, instead of shooting though it, like it a wall or something. you can sit on the other side and pickem off. works defensively.
Cons: no run and gun. its not built for spray and pray.
No grenade launcher. No boom/insta-kill for you. Hence the reason most people shy away from the smoke grenade.
Hopefully this will helps some of th enewer, and lower leveled folks with a competitive edge against some of us more experienced, and why/what/how they are effective. I know it would have helped alot if i had a list like this when i first started.
For those of use who are already set in our ways, its good to theorycraft as well....
This is based on the current R7 version.
Some of mine:
Kit: Sniper
Primary: VSS Special
Seconday: Any
Gadget 1: Mortar
Gadget 2: Extra Ammo
Gadget 3: Extra Damage
Vehicle: Extra munitions damage.
Why: This is an effective Close/Long range kit. The overall playstyle I found to be the most efficient with this kit, is a low, hidden position with good vantage points, but you don't need a clean line of sight.
Because of the gun's mechanics, if you see a moving leaf, you pop off a round. If it hits, fire some more!
This setup/gun, is most effective with 1-2 shot bursts. after 2, the accuracy goes horrid. This gives you the oppertunity to use it in an assault type situation as well.
Pros: The primary bonus of the kit is the rapid fire/burst fire mechanic. While with a normal sniper kit there is a reload time inbetween shots, this kit allows you to pop off multiple shots. Great for moving targets, the accidental miss, or the targets who wind up taking multiple hits to kill. With this loadout there are 20 bullets to a clip.
Secondly, if you get into a close combat scrape, in a pinch firing from the hip is moderately effective, and doesn't require you to swap weapons to do so.
Thirdly, Silenced. This is beneficial at a moderate range, as its nice and quiet. this makes finding your position to nearby enemies much harder to locate.
It's like an assault rifle with a moderate scope.
Cons: Ammo. Because the gun itself require more bullets to kill someone than a normal sniper rifle for non-headshots, running without extra ammo limits your overall combat effectiveness.
Range. The bullet drop on this gun is a pain. It has in my opinion one of the shortest overall ranges of all the sniper rifles.
Overall stopping power. Overall, it takes 2-4 hits overall to kill a target. If you miss a headshot on a sniper or other target, they have an oppertunity to find out your location, and take you out with a much more stopping power efficient weapon.
The scope is annoying as hell. And, more than 2 bullets at a time result in a very wild firing arc.
Kit: Medic
Primary: M60
Secondary: Any
Gadget 1: Paddles
Gadget 2: Red Dot or Acog scope. I prefer red dot.
Gadget 3: Extra Damage
Why: The primary role of this loadout is suppressive power, stopping power, and general support.
The weapon should always be fired in short 3-4 shot bursts. This gives the wielder the most effective concentration, while providing decent supression power.
As always, rezzing fallen comrades comes in first.
Pros: Long range accuracy, and stopping power. With this selection, you can holddown a decent spressive stream for your squadmates to move into a position. The standard clip loadout provides decent time to do this.
The red dot options provides you with a better FoV, and view of exactly where you are firing, making this kit effective for taking out opponents, and even enemy snipers.
Cons: As with all LMG's, Close quarters combat is less than effective. The stopping power helps a tad, but less focused "Spray and Pray" ultimately cripples most people. In these situations, Secondary weapons and knives are your best friend.
Reloading. Same with other LMG's, this has an extensive reload time. chews aload of ammo too. Hope you have an assualt class who knows that dropping an ammo box is for more than reloading their noob tubing fantasies.
Kit: Assualt
Primary: M16A1
Secondary: Any
Gadget 1: SMOKE SCREEN
Gadget 2: ACOG
Gadget 3: Stopping Power or Body Armour
Why: The effectiveness of this loadout depends on the user to realize 2 things.
a. Your job is to provide SUPPORT, hence why your called a SUPPORT class.
b. Being an effective player also means your Kamikaze Kenny.
The primary focus here is combat effectiveness at medium/long ranges. While horribly underused, the Smokescreen grenade allows you to use it as both an insertion and a diversionary tactic.
Secondly, the 3 shot burst of the M16A1 is best used pointing at the waist to lower chest. each successive shot of the rifle moves the next bullets trajectory up a bit, allowing for a headshot after the first 1 or 2 non fatal blow.
Pros: Stopping power. Hands down, a station or prone target gets torn apart by this loadout. Aimed properly, unintended headshots will rain down on you.
This is a true suppressive/support/team oriented loadout. When used with an effective knowledge of the class, your enemies don't know what hit them. launching a smoke grenade and strafing to the edge and removing the obstacles on the otherside.
Most people see a smoke screen and try to navigate around it, instead of shooting though it, like it a wall or something. you can sit on the other side and pickem off. works defensively.
Cons: no run and gun. its not built for spray and pray.
No grenade launcher. No boom/insta-kill for you. Hence the reason most people shy away from the smoke grenade.
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