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I'll prioritize body armour and scopes 1x/4x...
Armor, Extended Vest
M16 and M16/M203 is good enough.
M249 is OK.
M9 sucks.
Starting DMR is some kind of trap.
MK18 is going to be a CQB powerhouse if you have troops dedicated to clearing buildings.
Armor depends on user preference, but generally going with Level 4 plates is not a bad idea.
If you have 8 stars, I'd recommend unlocking a rifle and a scope, as well as a new vest, and that should carry you for a while.
^^
If you like playing the larger maps, getting an upgrade on the default marksman rifle is a good idea too - the starting one is really poor. Get a better scope, too - the 1x/6x is affordable enough and is a significant upgrade.
The Spycam is actually a pretty decent option if your preferred playstyle is 'slow and steady', as it will help you know what you're walking into for CQB engagements - you'll probably move on from it before long, but while you're starting out, it's not a bad option to keep your guys alive and to get a feel for how sneaky some of the enemies can be!
2 stingers, 2 HEs and 3 slaps (rarely i may change slaps for AT4, or breaching tools (bolts or hammer) and if mission crutial - smokes)
Helement - or advices or lo-cut,
ALso i sometimes may change URGI for MP5SD with expanmsive and holo too
Secondary - not realy, but sometimes i give them SOCOM's glock, expansive bulets and supressor, yet i only few times even had to use it
Snipers - SCAR LB since it have full auto, LVPO and supressor, ADVP
LMG - M246 (or wich one is 308) with supressor, x6 optic and ADVP
Grenadeers - or M16 or SCAR long wiith sup and ADVP
ALso non-assaluters more likely to get AT4 /wall breachers over slaps
CIA - ASVAL + scope or iron, mp7 + subsonic + supressor, 45 acp handgun with supressor, nade if needed, sometimes 22LR instead of 45 (YES)
SWAT - m16 for milita, apk9 for breachers, shield+uzi for troops, m4 with GL for lead
Ammo: M855A1
Optic: 1-6x LPVO
Suppressor: Yes
pistol: M9
Helmet: Rifle grade high cut
NVG: PVS-31
Armor: Rangers vest Lv4
Equipment 1: Slap charge
Equipment 2: 2x frag
Equipment 3: 3x flashbang
For the Marksman, I'd recommend the M110A1 - it's a really good long-range rifle which can do a job at close to medium range if you need it to (although I still wouldn't recommend it for CQB). I think it's very slightly outperformed by the M14EBR, but you can't put a silencer on the M14, so I prefer the M110.
For the support, the basic M249 is generally considered to be the best of the bunch, despite being your starter.
I'd consider looking at the Mk18 next, as it's a slight upgrade on the M4 for room-to-room clearing, making it good for apartments maps and maps with a lot of small rooms.
For Marksman honestly all options aside from the default are heavenly. I prefer the M14 since it's got the best aim speed at long tange and has no crit chance drop-off at the 50m mark compared to other options. That said, MK20 is almost as good for sniping and lets you put on a suppressor. SDMR has the best aim time for CQC, but is also significantly less likely to crit in close range. It looks shorter on the icon, but i'm not sure if it's actually shorter than MK20 when it comes to door kicking.
Marksman optics. LR 3.5-10x is the most versatile option. Otherwise, LPVO 1-8x is also decently versatile, it will be slightly worse at the very long range, but you keep a bit of maneurability for CQC.
For grenadier I go with the Mk17 CQC with a dual range optics. I'm just weird like that, i like the look of the gun so that's what i roll with. But it's honestly a really good gun, the 7.62 is a magic round, but 20 round capacity and no full auto do mean that the gun is only good in the hands of experiecnced troopers, and also ideally a solid investment into assault rifles doctrine. Compared to that, the default M16 is pretty good to be honest, and either The M4 and MK18 are just as valid options.
Assault has the most options and there are many good ones that fit different situations best.
Let's start with the default M16. It's honestly peak, but not when you're in tight corners. It's actually the most accurate gun in the entire pool for this class. Next there are M4 and MK18. You could call them sidegrades to each other and M16. Let's start with MK18. Because it has the shortest barrel, it's ideal for CQC, but that also means it's not very good for long range engagements. The M4 is in-between the M16 and MK18 in the barrel length, and thus it's also in-between stat wise. It's the best pick for times when you'll be fighting both indoors and out in the field on the same mission. You could call it jack of all trades yet master of none.
Then you've got MP5A5 and MP5SD6. Essentially, both are the same gun, but the second one is the suppressed variant. I don't have much to say about the unsuppressed one, since it's mostly overshadowed by MK18, but the suppressed variant is a very special beast. With defaul or hollowtip ammo your sound signature will be only 2.5m. So it's the ideal option when you want to go with stealth. However, since it's a pistol calibre, it's not great against armored opponents or anything other than CQB, so consider only for small indoor maps!
The MK17, both Long and CQC variant is a great but niche gun. Consider this for some troopers who have maxed out their stats to turn them into 1-shot death machines, but for anything else stick with your usual full auto options, not these ones. I'd say the same goes for XM7, but that one costs battle honors.
The M4 URG-I is a sidegrade to M4, it's going to be slightly better for medium range work, and a bit more maneurable around corners, but the 20-star investment is probably not worth it early on.
Some things to buy that are not class-related.
The M1014 shotgun. Get. This. Gun. In CQC, it's a death machine. It's ♥♥♥♥♥♥♥ brutal. It's good both for inexperienced rookies, because even one shot will likely mean they win the fight, and in the hands of highly experienced troopers, those go John-Wick with it. It can actually be used by every class, so while it costs 8 starts if i remember right, quite the investment, you buy it for every class simoltaneously, so it's more than worth it. For example, If you ever find yourself in a situation where all but your marksmen are injured and you're going into a CQC map, this gun will let you not just get away with it, but steamroll through it. It's semi auto, so it can shoot very rapidly in quick succession. You'll be reloading quite a lot, but thankfully if an enemy comes into your view while you're reloading, the trooper will actually pause the reloading procees to shoot at the enemy before resuming, and this gun is basically the only one in the game with this mechanic, understandably.
Pistols.
The guns you're almost never going to use anyway. So when you do have to use one, you'd rather it be the best damn option available. This narrows down the choices significantly. The two situations when you'll be pulling out a pistol - clearing bathrooms or other incredibly tight angles at short range indoors, especially when your main gun is long. "The normal case" in other words. Another case is when you got stuck in a bad firefight and ran out of ammo and also don't have a path of retreat available. If you find yourself in this scenario, you must've ♥♥♥♥♥♥ up royally to end up like this, you should not ever be in this kind of thing to begin with, but sure, roll you final chance with the pistol. In both scenarios you want to kill the enemy(ies) as quickly as possible, with the least required shots as possible.
So forget about the default M9, the M17 and G19X. You're looking at two guns. The G22 and 1911. The 1911 has the highest potential to one-shot anyone at close range. But it's not ideal against more than 1 combatant due to severely limited capacity. G22 however has double the mag size, and while the crit chance is reduced, it's also a lot better compared to 9x19 options. So i usually roll with G22 as the more versatile option. For battle honors, you can get the gucci glock, which is the best pistol to take for mid-range or to give to someone with terrible stats, but there are way more important things to spend battle honors before you can carelessly throw them at this pistol.
Equipment.
Get the Rifle-Grade hi-cut helmet ASAP. Once you get battle honors, seriously consider buying the next-gen helmet as well.
You should absolutely buy the 10-star Night Vision Goggles as soon as you can. It makes a world of difference in nighttime operations, nearly doubling your field of vision angle. Don't forget to unequip the goggles in daytime though, it's still not as wide angle as actual human eyesight!
Armor. The one you bought, Extended Vest, is the best out of level 3 options, since it will last for the longest time. However, that's only the case for when the enemy rounds can't penetrate the plates, so it won't do against armor piercing rounds, it wont protect you from mounted lmgs and elite enemy fire and the like. By all means take it against grunt-level opposition, but i highly recommend investing battle honors into level 4 All-around ESAPI. Otherwise, level 4 rangers vest is just as good except when it comes to side armor. The difference can be fatal when your guys are caught off guard, but if you're never caught off guard, then that won't matter, haha! One time you will be though, and you'll be thanking that side armor!
Raid vest, while being lvl4, is in a cut shape, so i guess it has more chance to not stop a round at all, so while you gain mobility, there's a chance that it will just not do anything at all, like you're not wearing a vest to begin with!
Utility tools. An absolute must have is the wall breach charge. Sometimes a door is positioned in the worst angle for safe clearing, so a wall charge allows you to make a new "door" in any place you like! In some rare missions like extracting a hostage you can bypass most of the map by just breaching directly into the building where you think the hostage will be, this can mean you'll only have to fight a handful of enemies to finish the mission instead of like FIFTY of them!
The rocket launcher is just as great, since with it you can create a new "door" without even coming anywhere close to a wall, and you can also shoot it through a window to "clear a room" haha. It's good to slap onto marksmen so they have some extra utility, the mobility debuff hardly matters to them.
For breaching doors, i highly recommend the slap charge bundle, they are the best door-breaching tool. While the hammer and breach shotgun can be used indefinitely, they aren't as versatile as the slap charges, since those allow you to back away from the door before opening it.
And finally in the small utility slot get the thermal torch. When you see fences on the map or grated doors, bring at least a couple of those with you. Remember that they're single-use!