Only rule: a PFC can use
Armor:
Backpack (or not):
Primary:
Secondary (or not):
Belt:
first slot:
second slot:
Webbing slot:
Extras?:
Only rule: a PFC can use
Armor:
Backpack (or not):
Primary:
Secondary (or not):
Belt:
first slot:
second slot:
Webbing slot:
Extras?:
Light armour
RTO pack
primary: flare gun
Secondary: Nothing
Belt: Flare gun belt
pockets: sling pouch with motion detector
Pocket 2: pocket with w/e medical you prefer
webbing slot: w/e you want, fill it with flares
use loadout points to buy RTO pack, laser designator and jtac training
ask req for jtac radio key and as many jtac flares as they have
avoid all conflicts, run away and let others directly fight
coordinate mortar and jtac, lase like shit, use flares under metal rooftops ONLY
vibe when the fight reaches the caves
Armor: Heavy. If you can afford/score M4/M13(?) armor, go for that
Backpack: XM88 ammo
Primary: XM88, w/ stock & RDS. I donât know why people go stockless, if stockless is better then go stockless
Secondary: N/A
Belt: XM88 ammo belt
First Pouch: Splint/Gauze Pouch
Second Pouch: Flare Pouch, empty it out and fill it with signal flares
Webbing slot: Any webbing, fit your injectors in your helmet & armor
Extras?: Laser designator, JTAC key
Stay behind the front calling (hopefully competent) CAS or directing mortar; when xenos inevitably flank/push, be the only one left standing after Queen screech & dump 10 armor-fuck rounds into the nearest T3
If you want more fragability, you can ditch the excess XM88 ammo (your backpack) & throw a gun of your choice on your back. Should have room in your webbing/armor for an extra mag, too.
Orange vest
Satchel
M39 with stock, Bayonet and a light i like to go with under rail
Flare gun
Belt M39 Holster Rig
First-Aid Pouch Injectors
Flare pouch
Shoulder Holster( this is were you put your flare gun)
Motion Detector in suit slot.
also put a top rail flashlight in your helm for a dash of light.
this build is really fucking dumb but i have good fun with it. shocking good on some maps not every one as it works best with a lot of room to moveâŚalso your boned if there is smart sents.
Belt: Throwing knife rig
Thatâs it.
Gl bro. Youâre gonna need it.
Helmet: Optional (injectors/spare bandages/buckshot - discretionary)
Armor: Medium w/ 1x ETool, 1x Laser Desig (15 pts), 1x MRE
Backpack (or not): 10x24mm ammo box
Primary: Mk2 or Mk1 (preferable) w/ Bayonet, Mag Harn, Masterkey
Secondary (or not): N/A
Belt: MD (15 pts)
first slot: Mag Pouch/Large Mag Pouch w/Primary Mags
second slot: Shell Pouch/Large Shell Pouch w/Buckshot
Webbing slot: Brown Webbing w/ Bandage Stack, Splint Stack, 1x Bica Flask, 1x Kelo Flask, 1x Oxy Flask (label them - or not, I use 3 different like bica â canteen kelo â WY flask oxy - USCM flask)
Extras?: JTAC book (15 pts), JTAC key. Both hands should have bags/boxes of flares/whatever you think might be useful to toss in the FOB on first drop. Purely discretionary.
There is a concept loadout that Iâve yet tested
Armor: eod or whatever heavy since itâs for bumping t2/3s, and take a binocs with you.
Suit slot: buck shotgun for cqc
Belt: m2c ammo belt
Back: M2C
Pouches: maximize shotgun shells available for prolong fights.
Webbing vest with essential meds/food, should bring 2 splint stacks since⌠cqc⌠woysâŚ
Concept for this loadout is using m2c for fire suppression and shotgun since woys/ lurkers will tend to jump on you to stop that. Now this loadout obviously wonât work without the ungas chungus with you, also donât ff marines (too much).
âObelisk of Bulletsâ
Armor: B12
Backpack: IMP Ammo rack filled with three pulse rifle bullets boxes.
Primary: Pulse rifle with 2x scope, bipod, extended barrel and stock (either extended, or solid)
Secondary: Shoulder holster with Mod88, attachements being rail light and laser sight.
Belt: MD
First pocket: First aid pouch (splints etc)
Second pocket: Fist aid pouch (injectors, or pills).
Extras: Be sure to have 2 extended mags (one in gun, one spare) and have preference to eject mag to your offhand.
Shoot at walls from the distance, guard long hallways.
âShredderâ
Armor: B12 (It should always be B12 anyway unless you need to be as fast as possible, then light armor, any other PFC armor is just objectively subpar).
Primary: Shotgun filled with flechette, no stock, RDS, flashlight grip and bayonet.
Suit slot: MD.
Backpack: Any quick access satchel, be sure to leave free space for MD.
Belt: Shotgun belt with flechettes.
First pocket: First aid pouch (injectors/pills etc).
Second pocket: Mats pouch (the one that can take metal, so two stacks of metal and e-tool)
Webbing and in helmet: Black, or brown, fill with essential tools, which is crowbar, wrench, two welders and wirecutters. Screwdriver on your ear.
Secondary: Mod88 in satchel with some spare ammo.
Extras: Get engineering pamphlet from Req, put contents of first aid pouch (splints) into helmet and armor. Your goal is to build small frontline cade lines, nothing major. Be sure to scavenge metal.
Donât try to use it on LV, though, little to no metal to scavenge.
Armor: External Webbing (Binoculars + MRE)
Backpack/Primary: M41A Mk1 + Reflex + Bayonet
Suit Slot: Combat Flashlight/Lit Flare
Belt: M276 Pattern Ammo Load Rig (4x Mk1 Regular magazines)
Pocket 1: Pistol pouch (M4A3 + Reflex + EB + Laser Sight)
Pocket 2: Large Pistol Magazine Pouch (6x M4A3 mags)
Webbing slot: Drop Pouch (Bandages, Splints, Tricord injector, Tram injector)
Extras?: Sniper NVG Sight, ideally!
This is the Supreme Load out. Nothing else compares.
M3 EOD armor
Satchel for autoinjectors, bandages and splints
MK2, mag harness and UBS
M4A3, laser sight
Ammo rig
Sling pouch with Motion Detector
Machete pouch
Shoulder Holster for the M4A3
Extras: Spend all your vendor points in extended/AP mags, use the remaining 5 for JTAC key or a M4A3 HP/AP mag
Slugging build for patrolling as a fobbit
Helmet: M10 helmet w/medHUD visor (Bicaridine + Kelotane injectors)
Armor: Light armor (Tramadol injector/roller bed + emergency injector/unga bottle) â At least 1 pre-medding item
Backpack (or not): satchel/RTO pack (Flares + crowbar + shovel + HF2 scanner)
Primary: single handed pump action shotgun (Recoil compensator + Red dot sight + gyroscopic stabilizer) (On hand at all times)
Secondary (or not): M39 submachinegun (Solid stock + Angled grip + Red dot sight + bayonet) (In armor slot)
Belt: Motion detector
first pouch slot: mag pouch (Extended M39 magazines)
second pouch slot: shotgun shell pouch (Slugs)
Webbing slot: Webbing vest (Bandage + Ointment + Tricordrazine injector + Splints + MRE)
Extras?: A patrolling combat buddy
Playstyle:
Your objective is making the lifes of backliners an absolute nightmare, for that purpose you have a build that letâs you do just about anything except fighting threats head on with the same firepower that would be expected of a frontlining unga. The main aspects in your favour are:
Mobility: The guns in the loadout are made to give you the best mobility possible, light armor has the lowest speed reduction between all armors; using a shotgun comes with a speed reduction if you wander around with it while you grab it with two hands, so you use it one handed, thatâs why you have a ton of accuracy-improving attachments; and you have an M39 which has no speed reduction, and you use a bayonet on it with a stock to give you enough melee damage to break nodes in one hit even while one-handed, adding to your mobility.
Utility: You got essentially a machete called âM39 submachinegunâ, use it to take weeds away from backliners that are using them to slow down pursuing ungas or that are using them for healing after a fight; you got a shovel, use it to take away their means of easily capping your fellow rines by tracking their tunnels; you got a long range slugger, use it to blast xenos that are fighting other ungas to stun them from the other side of the screen as you barge in at the speed of mach IV; You got flares, middleclick the packet when they are in your satchel and take flares out to illuminate the path, you got an empty hand for that (remember that you should always have your shotty in one hand until you need to use your M39) and you got an MD, use it to pick your fights and generally track backliners.
Combat: You got just about anything you could need except brutal ammounts of firepower, to make up for that you gotta focus on never getting suprised, if you find a ping then you gotta listen to it, stare at it, follow it and scan the surroundings from a safe distance. Which xeno would make sense in that environment? A lurker? A runner? A hugger? A burrower? You use your speed and MD to figure that out before you see itâs face and you have enough firepower to act accordingly depending on what you stumble upon.
If you get in a fight you try to chain slug-stuns until the xeno is weakened or until you see that the ammount of stuns is making it freak the fuck out, when you see that you cut the gap and you use your M39 to finish the job. Alternatively if it goes like shit, then itâs M39 time again, people sleep on the raw DPS that the thing has on CQC, thatâs also why you get an A-Grip instead of a V-Grip. Also if you decide to fight remember to pre-med, this build isnât for the faint of heart, you will fight until you die and if the difference in skill is massive and capping looks like the probable outcome you place two slugs in your skull.
But until the end comes in the shape of a lurker metagang you try your hardest to rescue lone marines dying between the FOB and the front and you make the lives of backliners a living nightmare.
Grenadier build
Armor: M3-H/B12
Backpack: Dealerâs choice, fill with extinguisher, flare gun, whatever other gribblies
Primary: Mk2 with ext mags or Mk1, keep the UGL, put whatever attachies you want
Secondary: something with range, I suggest an m44 but a m4a3 with AP will do
Belt: Grenadier rig, fill it with as many HEDP/m15/OT explosives as you can
first slot: flares
second slot: medical
Webbing slot: webbing, filled with mk1 mags or mk2 ext mags
Strategy: get on the frontline, or the frontline flank if in an open area, find groups of T1/2 and blast them a couple times with HEDP, if your teammates arenât capable of killing them, HEDP, then magdump with the rifle, and finish them off with your sidearm
warning: not very robust against T3s, but a high DPS pulse rifle with stunning grenades will see you through everything up to them
7/10, one of the best heavy weapons with a solid build to combat unwanted advances, easily a meta to follow
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