Rate my loadout

This is my general purpose rifleman loadout when I wanna shoot shit up but nothing too specific.

Armour: M3 medium for extra slots and good mobility.
Weapon: M41A with mag harness, extended stock, U7 and a bayonet. Best damage/fire rate ratio and good at every corner.
Storage: IMP for lots of space and a webbing vest for the essentials to use at moments notice.
Tools: E-tool, every tool besides multitool and welder, binos and extinguisher. Good to set up machineguns, make way and create space. Also 2 packs of flares to light the way. Good to have for every marine.
Meds: autoinjector pouch and the contents of a medical pouch.
Explosives: a chem nade for myself to avoid capture and a packet of M15s for general use.
Ammo: 2 normal mags and 2 extended in the belt. Leave one space in the belt to quickly swap mags as I like to toddle autoeject off so I can refill my mags. Finally 3 AP mags in the mag pouch.

Configuration: I always put bandages to my helm for quick access, the screwdriver on my ear slot, E-tool wire cutters wrench in the armor and the rest in the IMP. My Webbing has an MRE, a crowbar, an extinguisher, binos, and the chem nade for quick access.

2 Likes

10/10 tbh all a marine really needs and best performing loadout

mag harness could be changed for an r6 depending on how mad you get when you lose your gun

2 Likes

magazine retention enjoyer.

Very cool.

I just take 20 mags, and lose all of them.

2 Likes

P. cool, but why do you need nearly every tool as a RFN? at most you need screwdriver/wrench/extinguisher/Crowbar(hijack).

also no AP mags /:

1 Like

Honestly a pretty good all round loadout.

If you can swing it though, I’d definitely swap the 2 normal and 2 extended mags for 2 extended and 2 AP and hang onto your mags. Having AP as a rifleman is almost a must

2 Likes

rate my loadout

Helmet: 2 slots stale protein bar
Heavy Armor: 3 MREs
Webbing vest: 5 MREs
Left pocket: MRE
Right pocket: MRE
Back slot: Backpack full of MREs
Belt: Utility pouch full of MREs
Suit slot: Motion Detector
Left hand: MRE
Right hand: MRE

i think this loadout has potential? thoughts?

9 Likes

Garbage

2 Likes

Garbage

2 Likes

i am going to assume this includes an engineering pamphlet for points for greater utility. honestly its a solid utility build, doesnt lean too hard into support and isn’t super unga optimised.
you can get a lot done with this, especially on longer rounds if you take care to not get mauled 5 min in (like me)

of course a mk1 would be an upgrade in every way for this (which works well with your habit of keeping mags) they’re not always available.

2 Likes

Use your PFC points for B12. How is medium armor a “good mobility” when the only slower option is a “shit mobility” of heavy armor? Medium armor and B12 have a “medium” mobility.

If you are not taking welder, nor eye protection then you are not “making way and creating space” by deconstructing walls, which is why you also don’t need crowbar, since your bayonet on a gun works like one, a bit slower, but still.
You don’t need wirecutters, they are only usefull to take off barbed wire from a cade (or to dissaseble a wall), you shouldn’t be in a situation where it is required, like ever. Only screwdriver (because it takes otherwise worthless ear slot) and wrench are of any use for a untrained in anything PFC.

Where do you keep buckshot for that U7? In IMP?

I like to take the tools cause I can generally be helpful besides needing them in combat. For example a wrench can be used to secure a loose vendor. Then again wire cutters I use rarely but I still like to take em since I got the space. I get 3 AP mags in the mag pouch if that’s what you mean.

I just don’t like hoarding it all and it’s a bit of a pain to refill. Although I agree, AP can melt most xenos with one mag.

No pamphlet. Though I see what you mean. MK1 sure is probably a better choice but it isn’t always available and its mag are rare so you’d need to rely on refills assuming somebody sent rifle ammo boxes down.

B12 is probably a better choice so long there’s points for a med HUD. As for tools I just like to take one of each even if some I don’t use that much. Also I don’t get buckshot for the U7. I only use it as a door opener since I’m too bald to use it in combat :laughing:

1 Like

First thing, the way you respond doesn’t send a notification, you can mark a part of a post like you would want to copy it and there shows option to “Quote” which does.

In that case that loadout is completly unoptimised, thus at best “d” tier. I would propose you to go with the “tool” route fully. Ask req for engineering pamphlet, then start gathering metal from ship and colony, so you can make small frontline cade lines, get eye protection with welder and fix cades, do stuff like that.

calories burnt fun fact ahh loadout

1 Like

Reminds me of one of my older setups that I intended to emulate a sorta, “average “realistic” marine rifleman” of having a bit of everything for a extended operation.

Though I don’t know if I’d take the breaching shotgun, perhaps flares.

2 Likes

Pretty average loadout I’d say, but pretty dependent on medics to survive, after the first 30 minutes of fighting(Unless you REALLY ration your medical stuff or\and get lucky with a good medic that kits you, meds you AND splints you).

My personal loadout for rifleman is:
Helmet with 2 emergency autoinjectors;
Light armor with binocs and crowbar;
Black webbing with 2 stacks of gauze and splints, plus one stack of oinment;
M41A MK2 with: Magnetic Harness, Solid stock\extending stock, extended barrel\silencer, Vertical Grip;
Ammo rig full of MK2 regular mags;
2 autoinjector(not the 7 slot ones) pouches with bica, kelo, tram and trica;
Satchel with 2 MREs, 1 E-tool, 2 regular flare packs, one signal flare pack(came to bite me in the ass once when CAS direct hit the frontline, gibbing me instantly).

I find this build to be able to last in long 2 hour rounds without having to go onto the Almayer at all without getting fractures, all this sucks at is having not that many mags to use. But eh, if FOB\frontline resupply doesnt have 1 bazillion M41A mags, then why bother shooting anyways? You even get an ability to premed once or twice, if you REALLY need to rush down a specific xeno or the Queen herself.

1 Like

Helmet: 1 bica and 1 kelo injector
Light Armor: 2 m41a mags
Webbing vest: 1 MRE, 1 tricord inj, 1 emerg inj, 1 splint, 1 gauze
Belt: ammo belt with 5 m41a mags
Left pouch: mag pouch with 3 m41a mags
Right pouch: flare pouch
Backpack: satchel with 5 flare boxes
Suit slot: m41a rifle

Build is focused around giving sustained firepower with 10+1 m41a mags and vision for other marines with 20+50 flares. Can go for a little longer before needing to resupply. This is important as req is very inconsistent on supply and you gotta pray that ftl is coordinating with them to make forward supply drops.

Has meds for self-sufficiency although, I like Julius’s 2 emerg inj loadout. I would switch out the tricord inj for an extra.

1 Like

Shout out to @Lmwevil

Light armour
No helmet
Flare Pouch
Flare Pouch
Flare gun holster w/signal flares
Flare gun holster w/normal flares
Flares in my armour
A bag full of flare resupply boxes
RTO backpack

4 Likes

Medium armour - 3 m41 mags
Helmet - loose m41 bullets
Large magazine pouch x 2 - 4 m41 mags
webbing - 3 m41 mags
ammo belt - 5 m41 mags
Ammo Rack backpack - m41 bullet box
Suit slot: M41 (no attachments)

1 Like

Helmet: 2 emergency autoinjectors, cosmetic nvgs, 1 packaged glizzy
Webbingvest: Splints, gauze, LD, and 2 flasks of unga
Lightarmor: 2 extended/ap mags
Belt: MD
M37 buckshot with mag harn recoil comp and agrip/gyro on the suit slot
M41A MK2 with reflex agrip suppressor/bayo on the back slot
1 large/mag pouch and 1 large/shotgun pouch

average copy paste fragger loadout

1 Like

My Squad Leader Loadout

Helmet
Bandages
M5 gasmask
Cigarette pack
Broken NVG

Black/Brown Webbing
2 M15 Frag Grenades
MRE
Portable Fire Extinguisher
Roller Bed

Toolbelt
Everything as normal except Screwdriver removed and placed on ear

4 blocks of C4

B12 Armour
2 Mk2 Extended Magazines
Laser Designator

Auto Injector Pouch
Large Magazine Pouch
4 Mk2 Extended Mags

RTO pack
1 Ziptie
1 Motion Detector
1 Pack of Splints
1 Box of Signal Flares
2 Boxes of Regular Flares

Eyes
Welding Goggles
Ears
Screwdriver

Weapon of choice
M41 Mk2
Extended Barrel
Solid Stock
Laser
Mag Harness

Close to mid range laser with little to no spread. Built to harm low to no armoured Xenos

1 Like