Insurgency: Sandstorm

Insurgency: Sandstorm

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An in-depth guide to the gunner class.
By Bowedmaple
This guide will be taking an in-depth look on the weapons and equipment available to the gunner in class in the game, as well as go over suggestions for playstyle, gear and equipment to bring along as well as attachments.
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Introduction.




If you clicked on this guide, you have gathered interest to play the gunner class, welcome.

Due to the nature of this class, we will be going over a few gameplay basics, you can find a table of contents right here.

I will be explaining the statistics, characteristics of every primary weapon available to the gunner, their differences between the insurgent faction and their security counterparts, as well as go over equipment (Smoke and explosives), gear (Armor types and carriers) and the effects of weight on your character. As well as giving my own personal opinion on their effectiveness. Sidearms will also be briefly covered.

We will also be going over the basics of the class, starting with a brief overview to then go in detail. Let's begin.
The basics.
First of all, the gunner class is what I like to classify as a "Specialist" class, or a fire support class.
This means that in-game, depending on your game mode, you will only have 1 or 2 gunners available at any point in time, which makes it all the more important you are aware of your strengths and weaknesses. So that you are able to make use of them and help your team.

You are an asset to your team, specialising in assisting your team. You will be unable to capture objectives by yourself, but your presence increases the chance of your team being able to.

For full lobby PvP and checkpoint, you will have 2 gunners available most of the time, while the other gamemodes will limit you to one gunner.

The gunner's specialties are mostly 2. Area denial. and Suppressive/Covering fire.


Area denial is self explainatory, you, as a gunner depending will sometimes have to hold an area off from enemies, both as an attacker and a defender. In fact, I would argue 65% of the time you spend as a gunner will be holding an area, not clearing it. This is important, you are not a rifleman.

As such area denial can be any area you deem important at the time, whether it is an area the enemy team uses to get into the objective, or a chokepoint in the actual objective, or just a frequently traveled route. Try to swap specific location often however, it takes one flashbang or smoke grenade to render you ineffective, or one flanker.

If you cannot swap location or would rather hold for as long as possible, try to enlist the help of your team mates, they can help fend off Marksmen or demolitions, some may even watch your back, just ask.


Suppressive fire is the more tricky part. Fear in a videogame cannot be simulated, however, in-game, it does impose "debuffs" to your opponent's characters. I heavily suggest setting up from a covered area to fire into an objective's wall and surrounding area.

  • They will shout, giving away their location.

  • The edges of their screen will also blur.

  • If fire is sustained for long enough, they will be almost deafened, which can prove very useful, especially for your team mates running to the objective, their foot steps are quite loud. So you are acting both as a distraction, and an active impairment to the enemy team by dumping a belt or two into the objective.

  • Most of your weapons are able to penetrate walls, there is a high chance you may wound or kill opponents on the other side of the wall you are firing into. This is more important than most think and more viable than the majority of the playerbase would believe, try to spam through walls more often.

    I cannot stress this enough, mag dump with the weapons you can mag dump with, a lot of players underestimate the penetration and the slight panic and debuffs you will impose on your targets just by mag dumping towards their general area, I can't say you are guaranteed a free kill just by mag dumping into an objective's walls or populated buildings, but it's very likely to at least wound or stress the occupants inside.

    All of your weapons make distinct and very loud sounds, which any experienced player will be able to recognise as a machine gun, paired with your inability to attach suppressors in PvP, Stealth shouldn't be your main option minus for ambushing targets, do not treat yourself as a glorified rifleman or breacher.

    That being said, some weapons are better at suppressive fire than others and although a viable tactic, it will not always work. We will go more in-detail regarding this later on.
The weapons.
This will be a quick overview, we will start with the basics of your weapons and go from the cheapest to the most expensive, we will go more in detail regarding every single weapon later on for each faction.

As such, we will be referring to the Galil and the SAR Galil as "ARs" while the M249 and PKM will be referred to as "LMGs" the M240b and MG3 will be refferred to as "GPMG"

Side note, the author is fully aware the M249's term is S.A.W, while the PKM is a GPMG this term is being used for conveniency sake and due to their roles in game, not necessarily their real life use.
Extra note: all of the gunner's weapons sport an integrated free bipod by default.

ARs. (Overview.)



Starting off with the ARs, as of time of writing this guide, the game offers the Galil and its shorter variant, the Galil SAR.

These two rifles are quite unique to the gunner class and sport unique traits compared to standard rifles, namely:


  • A decreased cost compared to standard riflemen weapons, costing only 2 points, despite their decent performance and ability to use fully automatic fire, as well as their bullet velocity.

  • An increased magazine size of 35 rounds, compared to the standard 30 of normal assault rifles.

  • The option to use drum magazines, which will increase your total round capacity to 50. But also slow down your reloads, increase your weight and increase horizontal recoil.

  • Increased recoil compared to standard 5.56 rifles.

  • These two rifles are the only primaries that do not force the use of tracer rounds for gunners.

These two rifles are the more mobile option for gunners, it is however to be noted that, as mobile as you become, you also lose some of your ability as a gunner. Remember, you are not a rifleman. So, use this mobility, but remember what your purpose is, or you will just become a discount rifleman. I heavily suggest modding these rifles as well, however, equipping a grip will force you to lose the integrated bipod. We will go more in detail later on. Equipment and so on will be explored as well.
LMGs (Overview.)








Light machine guns, your middle ground between mobility and firepower.

These two weapons sport a few unique characteristics, however they are also vastly different in their own regard. We will go over them more in detail later on.


  • Although at first glance they seem to weigh more than the GPMGs, this is only partially true, as they will weigh more only if the GPMGs are not equipped with extended magazines. However, they weigh much more than the ARs.

  • LMGs sport a 100-200 round belt by default and without any increased cost.
    PKM: 100. M249: 200.
  • The LMGs sport heavily increased vertical and horizontal recoil, and also an increased ADS time.
    This, however can be controlled with practice somewhat reliably.

  • LMGs sport good penetration power, the PKM more so than the M249, being able to penetrate a good amount of surfaces and maintain most of it's damage. The M249 will maintain less damage over penetration, but has more rounds available.

  • These two weapons will have tracer rounds equipped by default which aren't removable.
    Every 5th round will be a tracer. your last 7 bullets in your belt will all be tracer rounds.

  • If you keep firing on full auto without ceasing for longer than 5 seconds, your character will shout a special voiceline to mock the enemy. If you cease fire for even a millisecond this will not be triggered.

  • A trigger delay, a millisecond or so of delay before your weapon will fire when you pull the trigger. This is standard for all machine guns, however varies depending on the machine gun itself.

Your role with this weapon remains the same, you are a jack of all trades, but master of none. This however isn't necessarily a negative thing, you are both able to defend yourself while moving, and also are more than able to deny access to an area, and provide covering fire.

Use the capacity and fire rate of the SAW to your advantage, you may have less lethality than the PKM and penetration, but you still have better penetration than most assault rifles, as well as velocity. Making it useful for firing through walls and medium-long range shooting.

The PKM may lose some points due to less fire rate and capacity, however, you are repaid in penetration capability and the ability to 1 shot kill any opponent in the game up to 50m, as well as being able to 1 shot no armor opponents to 100m. We will go more in detail on both weapons in a later section as mentioned.
GPMGs. (Overview)


The other extreme options, trading in mobility for lethality and firepower.

General purpose machine guns in the game share some characteristics with their LMG counterparts, however, also possesstheir own unique traits. They also share no characteristics with ARs.

  • As of the time of writing this guide, all GPMGs in the game make use of armor piercing rounds. paired with their caliber of 7.62x51mm, this means they have the second highest penetration in the game, rivaled only by Anti material sniper rifles, they also have extremely good lethality.

  • As of the time of writing this guide, all GPMGs in the game only have 50 rounds drums/belts, requiring the user to spend 3 points for extended 100 round belts.

  • A 4 point cost.

  • They are all also quite long and cumbersome in size and sport increased recoil, even more so than LMGs when not stabilised.

  • They do also force the user to make use of tracer rounds, applying the same logic of every 5th shot being a tracer.

  • An increased trigger delay, more so than the LMGs. Which becomes noticeable.

  • Maintaining fully auomatic fire without ceasing for longer than 5 seconds, your character will shout a special voiceline to mock the enemy. If you cease fire for even a millisecond this will not be triggered.

  • Although their default ammo option are called drums, they will not supply the gunner with 3-5-7 drums, they will instead be treated as belts, giving you 1 with no carrier, 2 with a light carrier and 3 with an heavy carrier. Supplying the gunner with a total of 150 rounds at best.


All of these characteristics point towards two things;One being your weakness for any purpose other than personal defense when not stabilised.

Two being your firepower and strength when stabilised, although all of these down sides paired together may seem demoralising, a GPMG when stabilised is extremely powerful, do not underestimate their penetration as they will 1-2 shot kill targets behind walls regardless. Supply suppressing fire to your team, but keep a lookt on your ammo count.
Weight.




Before we begin and examine each weapon in detail, this section will explain how weight works in game, and how it will affect you as a gunner.

Gunner is one of those classes that will most of th time force you to have your character weigh more than 50%, it is of course possible to weigh as much as a rifleman, but I would argue that at that point, you may as well pick rifleman, grab a gripod (bipod-grip) and extended mags.

First of all, your weight affects the following:

  • Your character's stamina, if your stamina lowers, your character will begin to breathe heavily, audibly grunt when scaling objects, won't be able to focus while ADSing, and will sport slightly increased sway. Your screen will also blur the less stamina you have.

  • Your time to ADS will increase the higher you stamina is.

  • Your sprint speed will reduce depending on your weight.

Bringing an LMG with a light carrier and no armor will already set you up to 47% weight, and this is without a gas mask or utlity. We will go over armor more in detail later on. However, although armor is generally not worth it for other classes, a gunner can find it quite useful due to their role.

In other words, in the best case scenario you will be looking at always being slightly more overweight than other infantry roles. If not extremely overweight. If you want to maintain effectivenes and your mag count, you will have to learn to factor this in when you are not stationary.

It is also to be noted that weight is an active counter so as you go through your ammo and use your equipment you will not see it, but you will weigh less. Ex. dropping a mag will decrease your weight, or throwing a grenade.
[Insurgents] The Galil


A rugged design derived from the AK platform, a versatile weapon in game.

Starting off with the weapon's statistics and performance, the Galil acts as a slightly better assault rifle.

The following table will show the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

Galil
5m
50m
110m
No armor
2
2
2
Light armor
2
2
2
Heavy armor
2
2
3

From what we can see immediately, thanks to it's velocity, this rifle is able to maintain it's damage over range.

  • The penetration of the galil is superior to most Security rifles, however, is in between 7.62 rifles and 5.56, only acting as better than 5.56, but not as good as 7.62.

  • The Galil's reload time is of around 3-4 seconds depending on tactical or emergency reload, which is slightly slower than standard assault rifles, but not extremely.

  • The galil's drum magazine will bring it's reload time to 4-6 seconds.

  • The Galil's lethality over range is superior to most carbines and some assault rifles. Thanks to it's increased velocity.

  • The galil's firerate is overall the slowest of all the gunner's available options, it also falls short on the average fire rate of the rifleman's assault rifles, the average being 695.

  • The Galil's barrel length is overall slightly longer than most assault rifles.

  • The Galil's recoil is overall higher than most assault rifles in the game.

  • With an heavy carrier and drum magazines, you are able to bring 350 rounds into the fight, which is even more than any GPMG with an heavy carrier and extended magazines. In other words, don't hesitate to mag dump windows or walls for covering fire.

  • Without drum magazines the rifle will weigh as much as an M4A1, however with drum magazines at 18% weight,with drum magazines this will be increased to 21%.


What we can gather from all this is that, although the galil is the most mobile option for the insurgent gunner, it will still be outplayed by rifleman's more mobile options, acting as an "in-between" of an LMG and an AR.

Although the Galil fires at 632 rpm. This difference however isn't extremely important, as the galil will fire faster than an AKM and slightly slower than an ak74, the galil may have difficulty fighting against Security's rapid firing carbines.

In my personal opinion, it is heavily advised to run this weapon to its strengths, when the recoil is mastered, this weapon can be fired accurately without a bipod, as such to mitigate the slow reload time a loading grip may prove useful especially in the case the user is running drum magazines.Otherwise, feel free to not invest in a grip, or use one of your liking.

A compensator is optional and quite expensive, however may be a viable option if drum magazines are being used. Otherwise a flash hider will work well.

The use of a scope or sight of your choice is recommended but not required, the Galil's iron sights are somewhat clear, and you should be able to target enemies up to medium range and close quarters.

Remember to play to your strengths, this weapon will work well at medium range, fighting carbines in close quarters is possible, but you risk being outgunned simply due to statistics, the same applies to long range encounters against other gunners or marksmen.

[Security] The Galil SAR.

The Galil's variant, sporting a shorter barrel with decreased weight and velocity.

Starting off with the weapon's statistics and performance, the Galil SAR acts as a slightly better assault rifle, however is overall statistically inferior to it's insurgent counterpart. Trading in performance for mobility.

The following table will show the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

Galil SAR
5m
50m
110m
No armor
2
2
2
Light armor
2
2
3
Heavy armor
2
3
3

From what we can see immediately, due to it's velocity, the SAR has more difficulty maintaining it's damage over range against armoured opponents.

  • The penetration of the SAR is overall tricky, it's decreased velocity and penetration power compared to the Galil overall make it slightly below average paired up against expensive 5.56 Carbines, however remains competitive against cheaper assault rifles.

  • The SAR's reload time is of around 3-4 seconds depending on tactical or emergency reload, which is slightly slower than standard assault rifles, but not extremely, there is no difference between the two variants.

  • With an heavy carrier and drum magazines, you are able to bring 350 rounds into the fight, which is even more than an GPMG with an heavy carrier and extended magazines. In other words, don't hesitate to mag dump windows or walls for covering fire.

  • The SAR's drum magazine will bring it's reload time to 4-6 seconds.

  • The SAR's lethality over range is overall slightly below average expensive carbines, but equal to cheaper assault rifles.

  • The SAR's firerate is overall the slowest of all the gunner's available options, it also falls short on the average fire rate of the rifleman's assault rifles, the average being 695.

  • The SAR's barrel length is overall shorter than most assault rifles.

  • The SAR's recoil is higher than the insurgent's Galil, and higher than all assault rifles.

  • Although inferior, the SAR's penetration is still present, you can still wound enemies or score headshots through some walls, but most of the time you will be firing for the suppression effect or slight wounding rather than killing or severely wounding targets on the other side.

  • Without drum magazines the rifle will weigh less than an M4A1 and the Galil, sporting 16% weight, a drum magazine will increase the weight to 20%


What we can gather from all this is that, although the SAR is the most mobile option for the gunner even more so than the standard Galil, it will be outplayed statistically by higher-end rifles and the insurgent's Galil.

Although the Galil fires at 632 rpm. This difference however isn't extremely important, as the SAR will fire faster than an AKM and slightly slower than an ak74, the SAR may have difficulty fighting against Insurgent's rapid firing carbines.

Yet again, it is heavily advised to run this weapon to it's strengths, when the recoil is mastered, this weapon can be fired accurately without a bipod, as such to mitigate the slow reload time a loading grip may prove useful especially in the case the user is running drum magazines. Otherwise, feel free to not invest in a grip, or use one of your liking.

A compensator is optional and quite expensive, however is even more so be a viable option if drum magazines are being used as the SAR's horizontal recoil will be increased to 21. Otherwise a flash hider will work well.

The use of a scope or sight of your choice is very recommended but not absolutely required, the Galil's iron sights are quite useful, and you should be able to target enemies up to fairly medium ranges. However, the recoil may prove difficult to control when standing using iron sights.

It's even more so important to play to your strengths, this weapon will work well at medium range, fighting carbines in close quarters is possible, but you will be outgunned simply due to statistics, Long range fighting when not stabilised should be avoided unless if absolutely required or when stabilised.
[Insurgents] The PKM.


Of russian design and designed by the inventor of the Ak47, the PKM is the cheapest machine gun available to the insurgents, and the 2nd most lethal in their arsenal, firing the same round as the Mosin nagant, 7.62x54r which offers great penetration.

Regarding the PKM's performance compared to it's 3 point counterpart, the M249. We have a slightly slower firing at 650 rounds per minute, harder hitting machine gun with less capacity, which is however still high, sitting at 100 rounds by default, the belt cannot be upgraded.

The following table will show the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

PKM
5m
50m
110m
No armor
1
1
1
Light armor
1
1
2
Heavy armor
1
1
2

Dissecting this information, we can see that the PKM is much deadlier than the ARs, and deadlier than the M249 on an individual damage basis, maintaining it's 1 shot to kill up to 50m and up to 110m against opponents without armor.


  • The penetration of the PKM, although not the best in the game, is superior to most rifles and battle rifles.

  • The PKM's trigger delay is slightly more noticeable than the M249, but is still quite dismissable.

  • The PKM's belts have a capacity of 100 rounds for free, which gives it an advantage in cost compared to both the ARs and also the more expensive GPMGs.

  • The PKM's lethality over range is superior to assault rifles and all of the battle rifles. Thanks to it's use of the 7.62x54r cartridge and velocity. Giving it the ability to maintain it's damage through walls as well.

  • The PKM's firerate is the 2nd slowest of all the gunner's available options. And is also slower than most assault rifles.

  • The PKM is quite a long and heavy weapon, sporting 26% weight.

  • The PKM's recoil is overall higher than the M249, and higher than any assault rifle in the game but lower than the GPMGs.

  • The PKM's reload animation will last about 10-11 seconds, depending on the type of reload, consider bringing a sidearm or use the tracers your weapon fires to count the ammo left in your belt, every 5th shot is a tracer, so after your 10th tracer you should have 50 rounds left. Your last 7 rounds will all be tracers.


    What we can gather from all this is that, the PKM is more than a solid choice for any insurgent gunner, it's extremely cheap and leaves the user with points to attach any form of scope or muzzle device desired, though I would personally suggest to invest in a flash hider and a scope, to then focus on equipment.

    While the PKM does fire at 650 rpm which is slightly slower than the average for assault rifles and LMGs/GPMGs alike, this is negligible due to it's 1 shot kill potential.


    A compensator is optional, but overall not recommended, this weapon should be used when stationary, and your tracer rounds already put you at risk of giving away your location, eliminating muzzle flash can help you conceal your location even if slightly. Non-stabilised shooting should be reserved only for emergencies.

    The use of a scope or sight of your choice is recommended but not required, the PKM's iron sights are the clearest compared to the M249's, and can be servicable for medium range shooting. However a scope will prove useful to increase your range, decide at your own discretion.

    This weapon will work well at medium to long range, fighting SBRs and carbines in close quarters is possible, but doing so unstabilised may be difficult, and being stabilised may result in you being wallbanged or simply being fragged.

    The PKM also has the second highest velocity in the insurgent gunner's arsenal, which can prove useful in long range engagements.

    Last, the recoil is difficult to control, but not impossible. Enough practice should allow you to operate it unstabilised for self defense and although I recommended against it, feel free to use a compensator if needed, some may argue your location will be given away regardless by your tracers.
[Security] The M249.


One of the most well known Squad automatic weapons, manufactured by FN Herstal, the antithesis to the PKM in game. Firing the smaller yet faster 5.56x45mm cartridge and sporting a higher firerate and round count.

You will be firing the same bullet as the M4A1 at a slightly higher velocity of 915 m/s and penetration with the same fire rate of 741 rounds per minute which is higher than average and sits in between Security's most expensive assault rifles and the Famas and VHS. While also maintaining decreased horizontal recoil compared to it's counterpart, the PKM, this however is slightly negated due to it's high fire rate.

All this while sporting a 200 round count by default, without any extra weight compared to the PKM, thanks to the smaller cartridge, this belt obviously cannot be upgraded.

The following table will show the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

M249
5m
50m
110m
No armor
2
2
2
Light armor
2
2
3
Heavy armor
2
2
3


Dissecting this information, we can see that the M249 loses in the lethality department on a single shot basis compared to it's insurgent counterpart, the PKM. its damage however closely resembles an improved M4A1, being able to maintain slightly more damage over range. Its firerate also assists in making sure it isn't outgunned terribly by the PKM.


  • As far as penetration is concerned, the M249 has decent penetration, sporting a penetration in between the M4A1 and the M16A4, its damage however also reduces damage retained after penetration. So, your suppressive fire will be more focused on wounding or merely suppressing the enemy.

  • The M249's trigger delay is very slightly shorter than the PKM.

  • The M249's belts have a capacity of 200 rounds for free, which gives it an advantage compared to all of the other LMGs and GPMGs. This is the highest capacity in the game, rewarding you with a possibility of 600 rounds with an heavy carrier.

  • The M249's lethality over range is overall the same as the more expensive 5.56 assault rifles, however slightly improved.

  • The M249's firerate is the 2nd fastest of all the gunner's available options. And is able to keep up with carbines.

  • The M249's recoil is overall the lowest of all machine guns on a shot to shot basis.

  • Although shorter in length, the M249 weighs the same as a PKM.


  • The PKM's reload animation will be of 7-9 seconds depending on the type of reload, which is faster than a PKM, but still incredibly slow. Your 200 round count should assist you in planning your reloads.


    What we can gather from all this is that, the M249 is quite similar to the PKM regarding cost, being more than a solid choice for any security gunner, it's extremely cheap and leaves the user with points to attach any form of scope or muzzle device desired, though I would suggest once again to invest in a flash hider and a scope, to then focus on equipment.


    The use of a scope or sight of your choice is heavily recommended, the M249's iron sights somewhat lack clarity, and although you can afford to waste ammo, it would be best to not take it for granted.

    A compensator is optional, but overall not recommended even more so than the PKM The M249's decreased horizontal recoil also makes it easier to master and fight against. However, pick based on your preference, as a compensator may help you capitalise in unstabilised shooting.


    The M249 also has the highest velocity in the Security gunner's arsenal, which can prove useful in long range engagements.

    This weapon will work well at most ranges, and is a viable pick for self defense in close quarters, however you risk being outgunned in long range shooting against higher caliber rifles or machine guns due to your decreased lethality a 2x-4x scope is heavily recommended for such engagements.


    The M249's capacity must be mentioned. At 200 rounds, I personally equip an heavy carrier for maximum capacity, make use of your superior capacity and feel free to mag dump whenever, your penetration may be worse than a PKM, but suppressive fire with 200 rounds and decent penetration is more than effective. Do not underestimate 5.56 penetration too much.
[Insurgents] The MG3.


Perhaps introductions are redundant, a german machine gun, spiritural successor to the MG42 and manufactured by Rheinmetall in the 60s. Fast firing and perhaps the deadliest machine gun in the game. Firing the powerful 7.62x51mm NATO cartridge. In game it also has the benefit of utilising armor piercing ammo, giving it the best penetration for the insurgent gunner, and 95% of the weapons in the game. 2nd only to the M240b and Anti material rifles.

It's performance compared to it's security counterpart, the m240b is a drastic change. Firing 1000 rounds per minute is both a blessing a curse, warranting close watch on one's ammo count, especially with it's 50 rounds by default. Extended magazines to 100 rounds are heavily recommended, as well as a heavy carrier.

The following table will show the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

MG3
5m
50m
110m
No armor
1
1
1
Light armor
1
1
1
Heavy armor
1
1
1


Reviewing this information, we can see that the MG3 is much deadlier than the LMGs, and, in general, it is deadlier than any carbine or assault rifle in the game. It may also be considered deadlier than the m240b due to it's firerate, even if not on a single shot basis.

  • The penetration of the MG3, although not the best in the game, is exceptionally good, firing into walls is extremely efficient and is likely to result in a kill even at extended ranges.

  • The MG3's trigger delay is more noticeable than the LMGs and could prove as an issue in close quarters.

  • The MG3's drums have a capacity of 50 rounds for free, which puts it at quite the disadvantage compared to LMGs, paired with it's firerate, 100 round belts are heavily recommended.

  • The MG3's cost paired with 100 round belts will sit at 7 points, which can be quite expensive if paired with optics.

  • The MG3 is unable to attach any muzzle devices, except for COOP where a suppressor is attachable, paired with it's distinct sound and tracer rounds which are fired more often due to it's fire rate. This weapon does not have stealth as a viable option in any amount other than for an ambush.

  • The MG3's lethality over range is superior to almost all weapons in the game, only being beaten by the Anti material rifles.

  • The MG3's firerate is the fastest in the game, tied with the FAMAS at 1000 RPM.

  • The MG3 is a very long and heavy weapon, sporting 30% weight and 40% with extended mags.

  • The MG3's recoil is overall higher than the M240b, and higher than any weapon in the game, however it's firerate makes it a viable option for personal defense in close quarters.

  • The MG3's reload animation will last about 8-10 seconds, depending on the type of reload, a sidearm is heavily recommended.

  • The recoil of this weapon causes 4x sights to shake quite violently when fired, it is suggested to make use of a 2x sight or to fire in very short bursts to counter-act this.

    All of this translates into the MG3 filling a specialised role of an extremely deadly weapon that relies on and shines when firing stabilised.

    Although the firerate of the MG3 is very inviting. Burst firing should be prioritised, you kill targets in one shot and 1-2 shots behind cover, even at longer ranges. Your capacity will harm you if you are not careful.


    The use of a scope or sight is recommended to increase your range, however the Mg3's iron sights are perhaps the clearest of all machine guns currently in the game.

    This weapon will work well at most ranges when stabilised. But, as always, try to prioritise medium to long range shooting to avoid flanking, fragging and such.

    The MG3's recoil makes it impossible to control at longer ranges, but easy to use in self defense in close quarters.
    And once again, It is heavily recommended to fire in short bursts and use the penetration to your advantage.

    Stealth is also not an option, you may use it as a temporary tactic to set up an ambush, but the distinct sound, tracer rounds and lack of muzzle device will easily give away your position.
[Security] The M240B.


Last but not least. Designed by Ernest Vervier. The M240b, deadly yet contained, firing 700 rounds a minute of 7.62x51mm armor piercing cartridges. It's decreased fire rate can be seen as either as a benefit or a downside. Regardless, on a single shot basis this is undoubtedly the deadliest machine gun. Sporting a slightly increased penetration power compared to its insurgent MG3 counterpart.

Despite its contained fire rate, extending its belt capacity to 100 rounds is heavily recommended, as well as the use of a light or heavy carrier.

The following table will display the shots required to kill an opponent, and their range and armor.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

M240B
5m
50m
110m
No armor
1
1
1
Light armor
1
1
1
Heavy armor
1
1
1


  • The penetration of the M240B, is the 2nd best in the game, remaining outstandigly good, firing into walls is extremely efficient and is likely to result in a kill even at extended ranges.

  • The M240B's trigger delay is more present than the LMGs and could prove as an issue in close quarters, however is slightly reduced compared to its insurgent MG3 counterpart.

  • The M240B's drums have a capacity of 50 rounds for free, which puts it at quite the disadvantage compared to LMGs, paired with it's firerate, 100 round belts are heavily recommended.

  • The M240B's cost paired with 100 round belts will sit at 7 points, which can be quite expensive if paired with optics.

  • The M240B unlike the MG3, is able to attach a muzzle device, a flash hider is recommended. However a compensator may assist in sustained fire with a 4x scope.

  • Its lethality over range is superior to almost all weapons in the game, only being beaten by the Anti material rifles.

  • The M240b is a very long and heavy weapon, sporting 30% weight and 40% with extended mags.

  • The M240B's recoil is overall higher than every other weapon other than AMRs, even if less so than the MG3. However, due to its decreased fire rate recoil may prove easier to control.

  • The M240B's decreased firerate does improve recoil control, but also increases difficulty in self defense while in close encounters.

  • The M240B's reload animation will last about 7-9 seconds, depending on the type of reload, a sidearm is recommended if you have spare points, even if without a quick draw holster.

  • The recoil of this weapon causes 4x sights to shake quite violently when fired, it is suggested to make use of a 2x sight or to fire in short bursts to counter-act this.

    All of this translates into the M240B filling a specialised, yet slightly more versatile role of an extremely deadly weapon that sports more than remarkable firepower when stabilised.

    The use of a scope or sight is heavily recommended to increase your range, though the M240B's default sights are quite clear, this is only to increase your effective range.

    This weapon will work well at most ranges when stabilised. However, due to it's decreased firerate, you some effectiveness in close quarters, to gain more versatility and freedom to mag dump. As such, suppressive fire is recommended as a viable tactic.

    The M240B's recoil makes it impossible to control at longer ranges, and unlike the MG3, you will find it more difficult to use in close quarters.


    The use of burst fire is up to the user, however, penetration remains a top suggestion.
Armor + Spreadsheet.



This is my spreadsheet, here you can see all of the weapon's shots to kill against armor up to 110m.





And this is the F1 frag grenade and M67 Frag grenade against armor, factoring in your stance as well.


In short, for most classes armor is optional. But in my opinion, gunners tend to weigh by default paired with the distances you will usually be engaging at which increases your armor's effectiveness. As such, I personally run light or heavy armor. It should also be mentioned that the explosive resistance can be quite useful especially when defending.

But I suggest reading through this spreadsheet, analysing your own playstyle and deciding on your own.
Positioning.
This section will briefly dwelve into positioning, first off by analysing pictures. It may seem obvious to experienced players, but I believe this is importat to at least touch on.





What's wrong with this position?
Several things.

First off, the user in this picture is silhouetting themselves.

Silhouetting yourself is when you stand on top of something without anything higher behind you, which makes you stand out quite easily. Do not misunderstand, the high ground is very important, but the more positions you can overlook, the more positions you can be looked at from.




Here I highlight frequently travelled areas by the enemy, these are how many areas this gunner can be engaged from.

Keep in mind that visibility works both ways.
It is fine to use the highest area possible for 1-3 kills, but remember to reposition yourself in those cases. You are looking for a trade off between being able to see the enemy, being able to retreat to cover easily or not being easily flanked, and limiting the areas from where the enemy can fire back at you.

You won't always get the best position you desired, so try to fit one or two of the previous criterias.


Also keep in mind the difference between concealment and cover.

Cover is something that can actively stops bullets and protect you, such as a solid wall.
Most good cover can also act as concealment, minus for bulletproof glass.

Concealment is something that stops the enemy from seeing you, but doesn't necessarily block bullets, such as a bush, wood, or walls that can be penetrated easily by SBRs, carbines and such.

And, this goes without saying, but remember your barrel length is easily visible.
(Extra) Penetration.
This section will be here just to showcase the penetration in game, I will be using the PKM which has only slightly better penetration than the M249, this is to stress just how underestimated penetration can be.


In the following clip, a PKM is used in close quarters to penetrate a wall and kills the target on the other side extremely easily.



In this clip, you can see the user spray the PKM at the building absent mindedly, the distance is approximately 100m.


And here, we can see the victim's perspectives, causing everyone to lay down and 1 casualty, one person was also wounded in the lower floor.

I will also admit these are not the best examples, but it does show how effective suppression can be.
Conclusion.


For now, that should be all.

I hope this guide proved to be useful information for anyone who is looking to improve or pick up the gunner class.

If you are looking for similar guides, a marksman guide with similar content was made recently, which you can find here: https://steamcommunity.com/sharedfiles/filedetails/?id=2732820515

If you do have any questions, feel free to ask in the comments.

This guide is up to date as of 1/27/2022.
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2 Comments
Mr. Struggle May 25 @ 8:54am 
Good guide. The problem with the gunner class is that it is very dependent on the map.
usually the way i play gunner is as:
- Galil's for when i want an AR with 50 rounds. I basically threat the galil as a 50 round M16 and only use full auto indoors. Dont equip any grip with the galil so u can keep the free bipod. Use a x2-x4 scope depending on the map.
- PKM/M249 for medium range maps.
-M240b and MG3 for when you want a full auto sniper. However the fro new player i would say first practice with the MG3 since it is quite innacurate.
Another Human May 16 @ 3:48am 
good guide