Player roles and loadouts

Discussion in 'ARMA' started by Skwisgaar, Mar 13, 2015.

  1. Skwisgaar

    Skwisgaar XO Thrall

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    It's very helpful to have more than one loadout that you can use depending on mission and people available. Here are a few recommendations for what we most commonly use in our missions.

    Recommended equipment for all builds -Laser designator, GPS, Night vision goggles, weapon suppressor (if available for that weapon), 3-5 first aid kits, 1-2 smoke grenades.

    Try not to get your loads over 60-65% capacity or you will find yourself tiring out pretty quickly. We tend to cover large distances on foot so stamina is very important.

    Scopes - ultimately use what you're comfortable with, keep in mind our engagements tend to be 300m-600m range. Personally I like the MRCO, a 1x/4x scope that you can use close or mid range and works with NVGs. Snipers/marksmen will obviously want something with more zoom power but for me the MRCO works great on everything else.

    Rifleman - Your basic infantry soldier. Assault rifle, grenades, maybe a handgun if you're so inclined.
    Autorifleman - LMG/SAW rifle, plenty of ammo
    Grenadier - Assault rifle with underslung grenade launcher
    AT/AA - AT or AA launcher (Titan is best), assault rifle or carbine depending on weight load
    Medic - Assault rifle/marksman rifle /carbine. Definitely a medkit but also maybe a few extra FAKs if people have to use theirs and start running low
    Marksman - Designated marksman rifle, long range scope
    Sniper - Ghillie suit, sniper rifle, long range scope
    Engineer - Assault rifle/marksman rifle/carbine, toolkit, satchel or explosive charges if there's room left
    Drone/UAV - UAV, UAV control tablet, choice of weapon - NOTE drone takes entire backpack space

    Again these are just recommendations, if you've got a favorite loadout that works for you then stick with it. Each time we play we should have at least 1 medic and 1 AT, at least 1 engineer is recommended as well.
     
    Last edited: Mar 14, 2015
  2. Solomance

    Solomance Well Liked Hirdman MWO Thane

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    For the lighter loadouts having a backpack gun. SMG of some type for CQB/CQC/MOUT/FISH is also a good idea. Having somthing light that can get on traget quickly and deliver a lot of lead.
     
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  3. Skwisgaar

    Skwisgaar XO Thrall

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    I really wish they'd give us some damn shotguns for CQB.
     
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  4. Hakija

    Hakija Chaos Pony Viking

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    I actually get most of my kills in cqb with a 45 pistol. It's amazingly strong and accurate at that range, and very light.
     
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  5. gihzmo

    gihzmo Moderator Berserker

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    The ASP is going to be your answer for CQB. 12.7 close range will put anyone down in one shot. Just aim in their general direction.
     
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  6. SteelBear

    SteelBear Veteran Dovahbear Viking

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    Gihzmo's isn't allowed to have shotguns.
     
  7. fluffypinkbunny

    fluffypinkbunny Fluffiest Bunny ever Viking

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    When I get in i'll run Jtac, I like what I'm seeing, and I don't need to be directly involved with combat.
     
  8. Hakija

    Hakija Chaos Pony Viking

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    Didn't we have a list somewhere of the roles people prefer to play?
     
  9. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

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  10. SteelBear

    SteelBear Veteran Dovahbear Viking

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    "This is Bunny, your eyes in the sky in Chopper 13..." :happybear:

    That could actually be really damn useful when things get intense.

    For me, medic, sniper, demo, and driver. I'll check some of my load outs when I get home.
     
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  11. fluffypinkbunny

    fluffypinkbunny Fluffiest Bunny ever Viking

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    Bunny, code name April O'neal, your eye in the sky Channel 6 reporting. geez, get it right.
     
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  12. Carl Corwyn

    Carl Corwyn Well Liked Thrall

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    Autorifleman here:
    Zafir LMG
    150rd 7.62mm Ammo
    Nightstalker Scope​
    FN 4Five Pistol
    11rd .45 ACP Magazine
    Silencer
    Red Dot Sight​
    CSAT Defender Helmet
    AAF Combat Uniform
    3x FAK
    2x 11rd .45 ACP Magazine​
    GL Carrier
    3x 150rd 7.62mm Ammo​
    Carryall
    1x 150rd 7.62mm Ammo
    3x 150rd 7.62mm Tracer Ammo
    "Whaddya mean the gun shoots in other modes than full auto?"
     
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  13. Skwisgaar

    Skwisgaar XO Thrall

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    Do you really use the sidearm? If not drop the extra weight.
     
  14. Carl Corwyn

    Carl Corwyn Well Liked Thrall

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    Clearing buildings when we were in Girna or wherever and those assholes were spawning in our midst.

    Emptied the mag into a guy without him firing a shot, and reloaded just before his buddy came in the room. Pretty sure I would have died if I didn't have the silencer to mask my position.

    Anecdotal at best, but I might take the suggestion and drop the pistol in favor of a pair of smoke grenades.
     
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  15. Skwisgaar

    Skwisgaar XO Thrall

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    Having a suppressable option is definitely a good reason. Just make sure you're not rolling too heavy on weight capacity.
     
  16. Carl Corwyn

    Carl Corwyn Well Liked Thrall

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    Will 7.62mm punch through town building walls? Because if I can support room clearers with fire from the street, I'll dump the pistol without a second thought.
     
  17. gihzmo

    gihzmo Moderator Berserker

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    7.62 will punch through a single house wall if it is not brick, and still have lethal velocity.

    Dyslexi has a great video on this.


     
  18. Skwisgaar

    Skwisgaar XO Thrall

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    It will through most wooden walls, rock and block it might at close range.
     
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  19. Carl Corwyn

    Carl Corwyn Well Liked Thrall

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    *watches video. gets edumacated. swaps all gear for more ammos*
     
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  20. gihzmo

    gihzmo Moderator Berserker

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    7.62 and up is where the magic happens.