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And ofc a fully blinged out MP5k, because sometimes you just want to suck in style.
With the caveat that I only use non-cumbersome variants, having six free move spaces per turn is gamechanging in terms of what the soldiers can move to before and after taking the shot.
did two full playthroughs, the second in mission impossible, and still not entirely sure why i would prefer an assault rifle or SMG. Maybe if i tried loading them with armor piercing ammo only..
The shotguns are useful but need to be very close up in comparison.
All my merc have a diffrent weapon. I finally realise the weapon are more situational that just "good or bad". Good weapon can be real bad when the situation flip over.
Give it to Fox and get multi stealth kills. Even if you miss, you get another chance at a burst of crits.
Dragunov packs less punch than a M24 and a sniper don't need to move much (give him a heavy armor for good measure, it's penalty free then lol)
Didn't got yet the endgame weapons
But the greatest guns are
FN-FAL 3x15 - 30 range (MD becomes a killer machine with a modded one - +3aim scope)
AA12 shotgun 3x26 12 range
Dragunov sniper 1x36 36 range
RPG-7 has also a very special place in my heart
MA-Baxter's Argument Invalitator 3x22 Damage
well the HK 8x11 36 range is also a beast, used it only once, ammo is rare
Raven FN fal (overwatch are a shield wall)
Kalyna drugonov (fit the syle)
Meltdown Hk21 (steal all the kill's)
Fox dual Anaconda (thrown ennemie into orbit)
IMP AR-15 M203 (look badass)