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Last play through I almost did Dynamic Duo with scout build like this guy
https://www.youtube.com/watch?v=kQ4Rjwmzkv4
Have a look at his FN-FAL recommendation in the (weapon) Mods section at the end of the video.
I rank the M14 just ahead of the FAL largely for similar reasons to why I ranked the AUG third--M14s, in my run, have been much, much more common than FALs.
Although JA3 doesn't strive for realism, it does accurately show:
- Pistols, compared, to rifles, are poor manstoppers except with good shot placement. (In JA3, most pistols are far less damaging than even the early-game long guns)
- Rifles are a significant force multiplier. (In JA3, your enemies from the very first fight on Ernie Island have rifles. You really don't want to be the poor sod bringing a handgun to a rifle fight.)
That said, I found that the Gewehr 98 makes for an excellent first rifle. It's relatively common, hits hard, takes a very common ammo type (7.62 NATO), and it can mount an improvised suppressor.. which are very cheap to make in terms of parts. And since it only has single shot fire mode, an entire squad of mercs armed with Gewehr 98s won't have any ammo issues... so Barry can spend his downtime doing more useful things, like training the rest of the team in explosives handling.Grenades aren't hard to come by in JA3, and having every merc capable of throwing grenades reliably without mishaps can help a bit as opposed to relying on your sole explosive expert.
As for my 3 that I have If one of those 3 uses the 5.56 ammo I usually only want one per team so they don't have an issue. In the early game you get a rifle but no ammo so I scrap every one of them so after a long time I have a lot of 5.56 ammo which can be used.