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Now I could understand this if the mission is designed to be played from the perspective of an insurgent or guerilla fighter - living off the land and using captured equipment and weapons would make total sense. But for a special forces soldier who would be given ready access to the very best equipment in their nations arsenal? Nope. This isn't "good gameplay" or "cinematic" it's simply ♥♥♥♥ mission design.
Granted, you make a very good point and on-site procurement is of course a consideration, but the question then becomes one of mission limitation given the potentially poor logistics situation. Most of the missions I've come across in ARMA3 are much more akin to SF ops deep in the enemy rear area in a theatre conflict scenario. For this sort of mission I would suggest that procurement in place would not be required. For totally deniable black ops or for training local guerilla forces, different story, but for whatever reason ARMA3 mission designers don't seem to go for that sort of scenario. I would imagine it's a question of mission designers mismatching mission type with suitable supply chain logistics given the intended scenario.
such a pity since the m320 one hit kill nato soldiers instead of making them downed on the ground crying for help which annoyed me
Unfortunately you're at the mercy of whoever designed the mission you're playing. Something that might help is a mod called "Simple Single Player Cheat Menu". Using this you can change your loadout at any time during a mission. It also does a load of other things like allowing you to disable the stamina system, turn on god mode for you and your team, or even spawn vehicles for you to use. Only works in single player but can help with frustrating situations like you're experiencing.
anyway i played a modified version of antistasi and now have unlimited sniper ammo. cheating yes but i dont have a choice since im roleplaying as a highly trained solo csat operative -_-