Door Kickers 2

Door Kickers 2

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Best gun for each class?
My choice:
Ranger
Assult: MP5SD. (I don't usually use ranger because they don't have special ability, unless I need subsonic)
Machine gun: M249
Sniper: M110A1 suppressed
Grenadier: M16 GL
CIA
Undercover: Mk24 suppressed
Black OP: MP7 subsonic rounds
SWAT
Leader: M4 GL
Assult: M249
Sapper: shield with Uzi (because they don't have good primary weapons)
Militia: RPK or FAL (MG and sniper at home)
1-4x scopes are the best for most guns (except for sniper)

Mid to long range is where your guns gonna matter. Because you can always throw grenade indoors, but you can only rely on your guns if enemies come from afar.
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Showing 1-11 of 11 comments
IanH Nov 7, 2022 @ 9:57am 
I like the M16 for the Ranger for "outside of buildings" cut-off parties and/or long range maps but the M4 for house clearing so I generally try to mix my troopers weaponry into groups of "Med/Long" range troops and "CQB/Med" range depending on the map.
NeverADullDoor Nov 7, 2022 @ 2:57pm 
To me there is no "best gun" for most classes - although there are some guns I never use -what I bring depends on the mission and a bit of role playing(I don't bring SCARs on hostage rescue missions for instance, even though there's no threat of shooting through walls, or people, to cause collateral damage).

For assault, I look at the size of the map and how many or how tough the enemies I'm expecting are - a map with lots of rooms to clear and little to no exterior action calls for a MK18, maybe a SCAR CQC if I think I'll need to drop a lot of bodies in armor; a map with several buildings to clear, but also lots of exterior room to navigate between them calls for M4s, or again a SCAR. I only bother with MP5SDs in small 2-3 man ops were covering all the angles is impossible, so staying quiet is a must. I usually stick to either a holo sight or a 1-6 LPVO for optics choices.

For support gunners, I mainly look at the map, decide where the best fields of fire are, then choose a gun based on how far and how much they have to move. If the AR has to move a long way, or reposition frequently to keep up with advancing squadmates, SAW all day. For more static maps, MK48 - you could take a M240B, but I prefer the added mobility of the 48 "just in case". I usually opt for 1-4 Spectres for optics on my MGs

Marksman are one of the two classes with "best guns" - M110 with a 3.5-10x. I'd say either of the SCAR varients are in the running as well, but honestly, if your marksman are running around enough to need added mobility, the SCAR with a 1-8 LPVO in the hands of a highly experienced Assaulter is just as good as a marksman, while also being a lot better at room clearing.

For grenadiers, see assault, and ignore the stuff about SCARS

For the CIA guys - especially the undercover guys, it's so mission dependent, more specifically, mission plan dependent, that everything is viable, though I personally prefer either of the Glock 19s as sidearms. For room clearing as Black Ops, the MP7 is probably the best, but then my role play brain goes "Yeah, but whoever cleans up this mess is going to find a lot of 4.6 brass and figure somebody with a lot of money is involved cause that ♥♥♥♥ ain't cheap" and I usually end up taking AK-105s with sub sonic 5.45 to disguise my presence... from entirely delusional repercussions

For SWAT leaders, well, the M4 GL is probably the best overall, but I don't like diversifying ammo types inside squads (again, role playing to near delusional levels), so oftentimes I'll avoid taking a M4 GL because the rest of the fireteam he's attached to has Vulcans. Also, the not-Krink just screams "I'm da captain now" so sometimes I'll take it just to dab on the (relative)poors.

SWAT assault go off the same logic as Rangers, with the Vulcan replacing the MK18, and usually a Shield/HS-45 combo slotted in as pointman. Side note: I used to take Uzi with shields, until I was experimenting and saw an Assaulter - fittingly named Boss - drop three tangos with three shots with the .45, as well as several ~10 meter one taps. I know what I said about no real best weapons, but IMO the HS-45 is the best sidearm in the game for purely dropping bodies.

Sappers get whatever rifle the assault are getting - I wouldn't go with shields because sappers are carrying too much mission critical equipment to go at the front of the stack, and the shields slow them down too much to be at the back of the stack.

Militia are the second class with only one good weapon choice - RPK all the way. FALs are okay, but you're not bringing along militia for precision accuracy, or even general accuracy. Shove an RPK in their hands, stick 'em behind cover, and tell 'em point in the general direction of the enemy and hold down the trigger until the gun stops going "bang" while the actual soldiers do the real work.
SCREAMBLADE Nov 7, 2022 @ 6:30pm 
Originally posted by NeverADullDoor:
To me there is no "best gun" for most classes - although there are some guns I never use -what I bring depends on the mission and a bit of role playing(I don't bring SCARs on hostage rescue missions for instance, even though there's no threat of shooting through walls, or people, to cause collateral damage).

For assault, I look at the size of the map and how many or how tough the enemies I'm expecting are - a map with lots of rooms to clear and little to no exterior action calls for a MK18, maybe a SCAR CQC if I think I'll need to drop a lot of bodies in armor; a map with several buildings to clear, but also lots of exterior room to navigate between them calls for M4s, or again a SCAR. I only bother with MP5SDs in small 2-3 man ops were covering all the angles is impossible, so staying quiet is a must. I usually stick to either a holo sight or a 1-6 LPVO for optics choices.

For support gunners, I mainly look at the map, decide where the best fields of fire are, then choose a gun based on how far and how much they have to move. If the AR has to move a long way, or reposition frequently to keep up with advancing squadmates, SAW all day. For more static maps, MK48 - you could take a M240B, but I prefer the added mobility of the 48 "just in case". I usually opt for 1-4 Spectres for optics on my MGs

Marksman are one of the two classes with "best guns" - M110 with a 3.5-10x. I'd say either of the SCAR varients are in the running as well, but honestly, if your marksman are running around enough to need added mobility, the SCAR with a 1-8 LPVO in the hands of a highly experienced Assaulter is just as good as a marksman, while also being a lot better at room clearing.

For grenadiers, see assault, and ignore the stuff about SCARS

For the CIA guys - especially the undercover guys, it's so mission dependent, more specifically, mission plan dependent, that everything is viable, though I personally prefer either of the Glock 19s as sidearms. For room clearing as Black Ops, the MP7 is probably the best, but then my role play brain goes "Yeah, but whoever cleans up this mess is going to find a lot of 4.6 brass and figure somebody with a lot of money is involved cause that ♥♥♥♥ ain't cheap" and I usually end up taking AK-105s with sub sonic 5.45 to disguise my presence... from entirely delusional repercussions

For SWAT leaders, well, the M4 GL is probably the best overall, but I don't like diversifying ammo types inside squads (again, role playing to near delusional levels), so oftentimes I'll avoid taking a M4 GL because the rest of the fireteam he's attached to has Vulcans. Also, the not-Krink just screams "I'm da captain now" so sometimes I'll take it just to dab on the (relative)poors.

SWAT assault go off the same logic as Rangers, with the Vulcan replacing the MK18, and usually a Shield/HS-45 combo slotted in as pointman. Side note: I used to take Uzi with shields, until I was experimenting and saw an Assaulter - fittingly named Boss - drop three tangos with three shots with the .45, as well as several ~10 meter one taps. I know what I said about no real best weapons, but IMO the HS-45 is the best sidearm in the game for purely dropping bodies.

Sappers get whatever rifle the assault are getting - I wouldn't go with shields because sappers are carrying too much mission critical equipment to go at the front of the stack, and the shields slow them down too much to be at the back of the stack.

Militia are the second class with only one good weapon choice - RPK all the way. FALs are okay, but you're not bringing along militia for precision accuracy, or even general accuracy. Shove an RPK in their hands, stick 'em behind cover, and tell 'em point in the general direction of the enemy and hold down the trigger until the gun stops going "bang" while the actual soldiers do the real work.


Hahaha. It isn't "delusional" if it isn't just you who does it.
But yeah- for my Rangers I run a 4x assaulter fireteam with: MK18 (red), M4 (red), M4 (Holo), SCAR (1-4x) then mix into the rest utility such as launchers etc.
Grandpa! Nov 11, 2022 @ 7:49pm 
I think the game does a decent job at giving you options for preferences and making you use different kinds of guns in different scenarios. That said, here are my usual choices.

Rangers
I usually keep 4 assaulters on cqc weapons and 4 on long range ones, my go-to cqc choices are MP5SD and M4, occasionally throwing the Mk18 and shotguns into the mix when I feel like it. And for long range I trust in the M16, for the simple fact that I havn't been using the Mk17s

For support gunners, I switch around quite often between everything. Even the NorMag when I need that extreme range accuracy, but 249 is a staple due to large mag size

Snipers, I often give them the Mk20 suppressed due to it having the least noise radius, yes it is only slightly lower than other things, but I like minmaxing that little bit. Otherwise I pick M14 for long range shots, and M16 when I am going to face a lot of enemies.

And there's not much to choose from for grenadiers, it just depends on whether they're hanging back or stacking up with the strike team.

The shotgun gets a special mention because it is available to all classes. So I could give it to the newbies and chuck them through the first mission for that easy xp farm

CIA
Anything with suppressors is go for the undercover agents, but I strictly keep to sidearms and MP5K due to my insistence on having them wear armour.

And as for the black ops, my go-to choice is the suppressed MP7, because of personal preference. Though it would be interesting to equip them with AKs and cover my tracks

SWAT
The US adviser had been generous and dropped additional surplus western equipment for the boys to use. All my assaulters are equipped with ESAPI/SAPI combo, and the local militia squadding up with them are handed a SAPI plate on arrival.

The leader alternates between using M4/203 when stacking up with the strike team, or his personal SVD when he needs to take a support role from afar.

Assaulters can form a complete fireteam all on their own, 4 being equipped with M4s, 2 with M249s, and 2 with M16s for the respective support and marksman roles.

The sappers however, get the shields and HS45, because they got thick armour and helmet, they are the definitive chads of the bunch and mobility is of no real concern as they are used in cqc and room clearing.

The militias are also given additional training (farming) and respective weapons. The ones showing high marksmanship stat get to use FALs for ranged engagements, the ones with exceptional Assault Shooting stat get to wield Uzis and become a part of indoor breaching team. Everyone else gets an M16, while the RPK is mission-specific.
SCREAMBLADE Nov 11, 2022 @ 7:55pm 
Originally posted by Grandpa!:
I think the game does a decent job at giving you options for preferences and making you use different kinds of guns in different scenarios. That said, here are my usual choices.

Rangers
I usually keep 4 assaulters on cqc weapons and 4 on long range ones, my go-to cqc choices are MP5SD and M4, occasionally throwing the Mk18 and shotguns into the mix when I feel like it. And for long range I trust in the M16, for the simple fact that I havn't been using the Mk17s

For support gunners, I switch around quite often between everything. Even the NorMag when I need that extreme range accuracy, but 249 is a staple due to large mag size

Snipers, I often give them the Mk20 suppressed due to it having the least noise radius, yes it is only slightly lower than other things, but I like minmaxing that little bit. Otherwise I pick M14 for long range shots, and M16 when I am going to face a lot of enemies.

And there's not much to choose from for grenadiers, it just depends on whether they're hanging back or stacking up with the strike team.

The shotgun gets a special mention because it is available to all classes. So I could give it to the newbies and chuck them through the first mission for that easy xp farm

CIA
Anything with suppressors is go for the undercover agents, but I strictly keep to sidearms and MP5K due to my insistence on having them wear armour.

And as for the black ops, my go-to choice is the suppressed MP7, because of personal preference. Though it would be interesting to equip them with AKs and cover my tracks

SWAT
The US adviser had been generous and dropped additional surplus western equipment for the boys to use. All my assaulters are equipped with ESAPI/SAPI combo, and the local militia squadding up with them are handed a SAPI plate on arrival.

The leader alternates between using M4/203 when stacking up with the strike team, or his personal SVD when he needs to take a support role from afar.

Assaulters can form a complete fireteam all on their own, 4 being equipped with M4s, 2 with M249s, and 2 with M16s for the respective support and marksman roles.

The sappers however, get the shields and HS45, because they got thick armour and helmet, they are the definitive chads of the bunch and mobility is of no real concern as they are used in cqc and room clearing.

The militias are also given additional training (farming) and respective weapons. The ones showing high marksmanship stat get to use FALs for ranged engagements, the ones with exceptional Assault Shooting stat get to wield Uzis and become a part of indoor breaching team. Everyone else gets an M16, while the RPK is mission-specific.



The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

I find I am mostly using the 17s over the M16 due to the extra headpopping power at range, basically they turn into the marksmen class.



>>> I do like the added touch about the US adviser(s). haha
Last edited by SCREAMBLADE; Nov 11, 2022 @ 7:59pm
Grandpa! Nov 11, 2022 @ 8:33pm 
Originally posted by SCREAMBLADE:



The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

I find I am mostly using the 17s over the M16 due to the extra headpopping power at range, basically they turn into the marksmen class.



>>> I do like the added touch about the US adviser(s). haha
Huh, seems like I have to try using them more. Thanks man
SCREAMBLADE Nov 12, 2022 @ 1:46am 
Originally posted by Grandpa!:
Originally posted by SCREAMBLADE:



The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

I find I am mostly using the 17s over the M16 due to the extra headpopping power at range, basically they turn into the marksmen class.



>>> I do like the added touch about the US adviser(s). haha
Huh, seems like I have to try using them more. Thanks man


Happy to help. I kinda went all in with unlocks initially, I haven't given the M16 a chance myself so I gotta do the same
NeverADullDoor Nov 12, 2022 @ 11:51pm 
Originally posted by SCREAMBLADE:
The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

Interesting - I generally take SCARs when I know I'm going to be facing a lot of oppo - typically on large maps - because I'd rather each individual engagement be over as quickly as possible. Sure you have to be more conscious of watching your guys' ammo, but 5.56 just doesn't slap as hard as good ol' .30hate. The faster you drop bad guys, the less return fire they get, which means a healthier/aliver squad (hopefully) at the tail end of 3:00+ minute long ops.

Not saying your approach is wrong, just sharing my thoughts.
SCREAMBLADE Nov 13, 2022 @ 12:20am 
Originally posted by NeverADullDoor:
Originally posted by SCREAMBLADE:
The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

Interesting - I generally take SCARs when I know I'm going to be facing a lot of oppo - typically on large maps - because I'd rather each individual engagement be over as quickly as possible. Sure you have to be more conscious of watching your guys' ammo, but 5.56 just doesn't slap as hard as good ol' .30hate. The faster you drop bad guys, the less return fire they get, which means a healthier/aliver squad (hopefully) at the tail end of 3:00+ minute long ops.

Not saying your approach is wrong, just sharing my thoughts.


Not judging either. I find I do still mix pretty heavily based on what I am going into. SCARs are still a sort of a mid/last resort until I start bringing a marksman.

And the other time I bring them for CQC is armour, especially if its a tango elite/AP shottyshot person. Best to drop the enemy first before they get even a single shot in return. Aim speed however does hurt when you are normally using/consistently use a MK18/MP5(AP) over longer guns
Grandpa! Nov 13, 2022 @ 12:21am 
Originally posted by NeverADullDoor:
Originally posted by SCREAMBLADE:
The 17s aren't bad as they can do a decent job at tapping away targets at range AND take a suppressor. The only downside to hitting harder would be the smaller mag. It doesn't seem like 10 rounds (31 | M16 /// 21 | MK17) would make much of a difference but in larger maps which aren't based around homes the 'bullet shortage' REALLLY shows itself.

IE: MK17s trade magazine size for stopping power and can attachment.

Interesting - I generally take SCARs when I know I'm going to be facing a lot of oppo - typically on large maps - because I'd rather each individual engagement be over as quickly as possible. Sure you have to be more conscious of watching your guys' ammo, but 5.56 just doesn't slap as hard as good ol' .30hate. The faster you drop bad guys, the less return fire they get, which means a healthier/aliver squad (hopefully) at the tail end of 3:00+ minute long ops.

Not saying your approach is wrong, just sharing my thoughts.
Yeah I didn't really take that into account as most of the extreme range engagements are relegated to my marksmen and gunners, but I will have to try bringing 17s into the mix to see how it fares sometimes in the future.
SCREAMBLADE Nov 13, 2022 @ 2:36am 
Originally posted by Grandpa!:
Originally posted by NeverADullDoor:

Interesting - I generally take SCARs when I know I'm going to be facing a lot of oppo - typically on large maps - because I'd rather each individual engagement be over as quickly as possible. Sure you have to be more conscious of watching your guys' ammo, but 5.56 just doesn't slap as hard as good ol' .30hate. The faster you drop bad guys, the less return fire they get, which means a healthier/aliver squad (hopefully) at the tail end of 3:00+ minute long ops.

Not saying your approach is wrong, just sharing my thoughts.
Yeah I didn't really take that into account as most of the extreme range engagements are relegated to my marksmen and gunners, but I will have to try bringing 17s into the mix to see how it fares sometimes in the future.

Yeah. Recently tried some tough workshop missions, EVERY enemy was hauling 3+ plates. M4s, MP5s and everything took 3-5 shots a person and by the time they go down, you already took 1-2 hits from either an AP S3RM or an SVD (or several).

Same thing with your fast-firing UZIs and their ability to kill you by 1000 cuts over a fist-sized hole in your chest (yk).

I was FORCED to bring MK17s, even on the initial threshold breacher to turn the enemies to bodies as fast as possible. Magsize did ALMOST catch me out with a couple having a few (3-9) rounds left.


In general I would not recommend doing so UNLESS you are SURE that you will have enough time to bring up/aim the weapon. Flashbangs or an enemy turned away are your best bets BUT anything more than 2 and you have problems which a quickfiring and aiming MP5/MK18 could normally deal with.
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Date Posted: Nov 7, 2022 @ 9:16am
Posts: 11