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Smg is cqb specialist so buy mp5sd.
Ar is generalist.
I run with 4 common grunts with silent smgs for hostages and cqb and 4 for range control.
MP7 is nice for close range aswell.
Flash is always useful.
For SWAT I like "APK" in close quarters.
Go for CIA (the S.A.D bois), fully equipped the blackops with helmets + night vision + smg that is silent + many ammos + quick reload. Go for tiny thumper (optional) and room camera scanner. Use best vest.
Blackops is pretty jacked in term of lockpicking quietly. Two operators maps are pretty much good when you play something half mix between stealth and rangers way.
URG-I with a 1-6x is the best for "generalist" use now imo. But for tight doorways and cramped halls, an MP5SD or Mk18 might be more well suited.
M1014 can be a total room cleaner. Just avoid using it past room clearing distance, and keep it well topped with ammo.
G22 is an incredibly solid pick as a sidearm, or you could go for the 1911 if you need to have a tango-floorer. Just mind the ammo and overall slowness.
The IHPS helmet will probably do you best and prevent those rare one tap situations. But sometimes you do just need the mobility, and in that case the High Cuts are your friend.
I'd recommend having a bit of variety in your kits in terms of breaching vs grenade tools. I like to sort of set my Assaulters up in "fireteams" which carry two sets of standardized-ish kit. Which is usually a breaching hammer, two flashes and two frags, and then three flashes, frags and smokes. Or stingers. as opposed to frags.
Stingers are generally more useful than you would think because they cause insurgents to
1. Get stunned
2. Take mild damage if they're at the epicentre of the blast
3. Causes suppression.
5. Relatively less lethal, and safe enough to throw around near civs, hvts and hostages.
4. and most importantly cause tangos to flee, sometimes right into your rangers so you can kill them for free.
You however only get a max of four stingers per ranger since there's no 3x big stinger slot. And you'd usually only carry one stinger slot.
Slap charges have lots of breaching utility as you can plant them, and blow and nade at the same time. But generally they're a little limited as you only get 1x or 3x of them.
Breaching shotgun is lighter than the hammer, but louder overall.