It's very helpful to have more than one loadout that you can use depending on mission and people available. Here are a few recommendations for what we most commonly use in our missions. Recommended equipment for all builds -Laser designator, GPS, Night vision goggles, weapon suppressor (if available for that weapon), 3-5 first aid kits, 1-2 smoke grenades. Try not to get your loads over 60-65% capacity or you will find yourself tiring out pretty quickly. We tend to cover large distances on foot so stamina is very important. Scopes - ultimately use what you're comfortable with, keep in mind our engagements tend to be 300m-600m range. Personally I like the MRCO, a 1x/4x scope that you can use close or mid range and works with NVGs. Snipers/marksmen will obviously want something with more zoom power but for me the MRCO works great on everything else. Rifleman - Your basic infantry soldier. Assault rifle, grenades, maybe a handgun if you're so inclined. Autorifleman - LMG/SAW rifle, plenty of ammo Grenadier - Assault rifle with underslung grenade launcher AT/AA - AT or AA launcher (Titan is best), assault rifle or carbine depending on weight load Medic - Assault rifle/marksman rifle /carbine. Definitely a medkit but also maybe a few extra FAKs if people have to use theirs and start running low Marksman - Designated marksman rifle, long range scope Sniper - Ghillie suit, sniper rifle, long range scope Engineer - Assault rifle/marksman rifle/carbine, toolkit, satchel or explosive charges if there's room left Drone/UAV - UAV, UAV control tablet, choice of weapon - NOTE drone takes entire backpack space Again these are just recommendations, if you've got a favorite loadout that works for you then stick with it. Each time we play we should have at least 1 medic and 1 AT, at least 1 engineer is recommended as well.
For the lighter loadouts having a backpack gun. SMG of some type for CQB/CQC/MOUT/FISH is also a good idea. Having somthing light that can get on traget quickly and deliver a lot of lead.
I actually get most of my kills in cqb with a 45 pistol. It's amazingly strong and accurate at that range, and very light.
The ASP is going to be your answer for CQB. 12.7 close range will put anyone down in one shot. Just aim in their general direction.
When I get in i'll run Jtac, I like what I'm seeing, and I don't need to be directly involved with combat.
Ask and you shall receive! ! http://www.theskjaldborg.com/index.php?threads/your-preferred-role-s.7951/
"This is Bunny, your eyes in the sky in Chopper 13..." That could actually be really damn useful when things get intense. For me, medic, sniper, demo, and driver. I'll check some of my load outs when I get home.
Autorifleman here: Zafir LMG 150rd 7.62mm Ammo Nightstalker ScopeFN 4Five Pistol 11rd .45 ACP Magazine Silencer Red Dot SightCSAT Defender Helmet AAF Combat Uniform 3x FAK 2x 11rd .45 ACP MagazineGL Carrier 3x 150rd 7.62mm AmmoCarryall 1x 150rd 7.62mm Ammo 3x 150rd 7.62mm Tracer Ammo "Whaddya mean the gun shoots in other modes than full auto?"
Clearing buildings when we were in Girna or wherever and those assholes were spawning in our midst. Emptied the mag into a guy without him firing a shot, and reloaded just before his buddy came in the room. Pretty sure I would have died if I didn't have the silencer to mask my position. Anecdotal at best, but I might take the suggestion and drop the pistol in favor of a pair of smoke grenades.
Having a suppressable option is definitely a good reason. Just make sure you're not rolling too heavy on weight capacity.
Will 7.62mm punch through town building walls? Because if I can support room clearers with fire from the street, I'll dump the pistol without a second thought.
7.62 will punch through a single house wall if it is not brick, and still have lethal velocity. Dyslexi has a great video on this.