Loadout sharing thread

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Swagile
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Re: Loadout sharing thread

Post by Swagile » 08 Apr 2017, 16:07

Combat Medic Backpack
  • Advanced Medkit [Filled with Brute Packs]
    Advanced Medkit [Filled with Burn Packs]
    Medkit [Filled with Shotgun Shells]
    Medkit [Filled with Splints]
    Oxy Medkit [Filled with Dex + Injectors]
    Double Defibs OR One Defib + Extinguisher
Lifesaver
  • 4-5 QC Injectors
    3 Oxycodone Injectors
    3 Bicardine Pill Bottles
    3 Kelotane Pill Bottles
    3 Tramadol Pill Bottles
    1 Dexalin Pill Bottle
    1 Dyolavene Pill Bottle
    1 antibiotic Pill Bottle
    1 Peridaxon Pill Bottle
Pockets
  • Medical Analyzer
    Any choice of Pill Bottle [Tramadol is my Go To since it keeps semi-damaged marines going till they need REAL medical help]
Gun
  • Pump Shotgun
    Mag Harness OR Rail Flashlight
    Bayonet
    Gyro
NOTE: This is a BASIC loadout I use. If Doctors are competent, the Lifesaver portion is changed to Big Bicardine, KeloDerm, PeriDex+, QC Pills [If WeylandMed isn't groundside and hacked], and SOMETIMES Tricord Pills [they kinda suck compared to just wrenching a NanoMed and bringing it to the FOB for PFC's to use].
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 17:11

nerocavalier wrote:Ext. barrel is for when you want your shots to have a reliable chance to hit without taking up underbarrel or rail slots. Works well with a rail light. Suppressors reduce scatter but doesn't have as much of an accuracy buff. The main draw of ext. barrel + rds is being able to keep the UGL which can come in handy.

For your revolver ocelot, I recommend getting RDSs for your revolvers. Accuracy is a godsend.
I feel like the decreased damage is a massive pain, considering how much much fucking damage you need to put into an alium before it runs away and heals to actually take it down, so I generally avoid every attachment with that tag.

And for the red dot sights, I considered it, but revolvers are pretty accurate. I don't get missed shots that often, and I think others might need the red dots more than I, since its such a good attachment.
Last edited by driecg36 on 08 Apr 2017, 17:15, edited 1 time in total.
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 17:14

That's a pretty intense medic loadout. I go with simplicity over depth, personally, taking 3 qc 2 bicar, 2 kelo, 2 tram, 1 dex/dylo/antibio/peri, and I keep the bandages, splints, and ointment in the lifesaver bag, but put my trauma kits in my armor. I usually get an advanced medkit or two, and maybe some extra splints.

Personally, I like to avoid taking too many supplies in the even that I die and need to get replaced by another medic. I really only take what I need to support my squad for a decent amount of time, and not much more.
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Re: Loadout sharing thread

Post by 4thsurviver » 08 Apr 2017, 17:39

I always grab in this order. M4a3 in my bag with an extra mag in my belt, a bayonet, M41a with 5 regular mags in my belt and 3 flare pouches 2 in my pockets and one in my armor. I then scavenge for a roll of gauze and tube of ointment for my bag. I fill the rest of my bag with chicken meals for my squad.
I always grab a rail light, grip, and recently an extended barrel in place of a stock for my rifle. This is also the loadout I generally give new players when I take the time to train them. Also on Ice planet I'll put a second coif in that last armor slot.

My helmets has my smokes with my lighter in the pack. I'll snatch goggles if anyone leaves them lying around and occasionally I put eat bars on it. On Ice planet I'll sometimes take a flask of coffee.

If I late join as the ship is being boarded I don't take the bag and grab a shotgun and holster in addition to the rifle.

As BO I've started asking for a foregrip and rail light for the bridge smgs if we get boarded. As MP my shoulder holster is always filled with a m4a3 pistol with a spare mag in my armor.
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Re: Loadout sharing thread

Post by Desolane900 » 08 Apr 2017, 18:22

Shotgun with bayonet in suit storage. QF Grip Bayonet M41A on back. 6 AP magazines and 10 buckshot. Built for a short skirmish full of violence of action.

Alternative would be mag harness on the shotgun and grip on the M41A if no QF available.
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Re: Loadout sharing thread

Post by Swagile » 08 Apr 2017, 18:31

driecg36 wrote:That's a pretty intense medic loadout. I go with simplicity over depth, personally, taking 3 qc 2 bicar, 2 kelo, 2 tram, 1 dex/dylo/antibio/peri, and I keep the bandages, splints, and ointment in the lifesaver bag, but put my trauma kits in my armor. I usually get an advanced medkit or two, and maybe some extra splints.

Personally, I like to avoid taking too many supplies in the even that I die and need to get replaced by another medic. I really only take what I need to support my squad for a decent amount of time, and not much more.
The reason I take so much is I usually end up being one out of two medics left alive having to heal the entire marine force because the other 6 are either incompetent, fighting on the front lines instead of healing, or SSD'd early without telling anyone.

You have to be prepared to be the last medic alive, and thats why I say my loadout is "basic". An extreme loadout is if I had all of Chemistry's super pills in my lifesaver since that allows you to save a LOT more people if your the ONLY medic getting anything done.
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Re: Loadout sharing thread

Post by caleeb101 » 08 Apr 2017, 18:50

best standard load out:
-forget AP first things first. no need to end Marines rounds so early with 1 AP to the head.
-grab 2 combat bayos. 1 in boot 1 in armor pockets
-put a flare pouch in the backpack
-(OPTIONAL) take a m4a3 just because. it might help but it's unlikely
-fill belt with m41a ammo and get a rail flashie from cargo.
-put a m41a mag in pocket for easily accessible reloads
-(optional) put gauze and ointment in backpack.
-remember you have a built in underslung
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Re: Loadout sharing thread

Post by jaggaaff » 08 Apr 2017, 18:58

B A S E D S T A N D A R D L O A D O U T Weapon: M41A Mk2
Attachments: RDS and Charger (Supressor if the CTs aren't bald), UGL comes with.
Ammo: 10-11 Magazines of AP ammo
Accessories: Grab any med supplies you can, most medics are slow as fuck so you have to be self-sufficient.
Toggle that burstfire too.



Note: You must be full of lush hair, this loadout has no room for baldies.

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Re: Loadout sharing thread

Post by Simo94 » 08 Apr 2017, 19:26

PFC scrub4lyfe loadout

M41A with mag harness only lets not lie to ourselves you are not getting that kill anyways
no AP lets just die quick and not drag other ppl with us ok
Gauze and tricord autoinjector for when you get FFed, it will happen you better believe it and prepare for it
bootknife and m4a3 pistol in your backpack for the sole reason of suiciding in nest
flares and helmet food

and thats it prepare to die a death so horrid your corpse will be in multiple bags
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 20:35

jaggaaff wrote:B A S E D S T A N D A R D L O A D O U T Weapon: M41A Mk2
Attachments: RDS and Charger (Supressor if the CTs aren't bald), UGL comes with.
Ammo: 10-11 Magazines of AP ammo
Accessories: Grab any med supplies you can, most medics are slow as fuck so you have to be self-sufficient.
Toggle that burstfire too.



Note: You must be full of lush hair, this loadout has no room for baldies.
The Ap mags are green because they heal marines when you shoot them, which is why you should always shoot marines with ap mags loaded.

After all, ap stands for "Advanced Protection" rounds.
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Re: Loadout sharing thread

Post by Garrison » 08 Apr 2017, 22:33

driecg36 wrote:I'm noticing a lot of people don't take any med supplies as a pfc. I wish there was a more abundant source of gauze and the like than nanomeds, because IMO EVERY marine should bring a roll of gauze, or at the very least a trico injector. Maybe thats because I play a lot of medic. Shotgun with gyro and buck is an excellent choice, but the way I play medic doesnt work that well (I try to save everyone I can. If a marine wanders off a little too far and gets pounced on by a runner, you can fucking bet its not gonna have time to double hug him if I'm around). I do spend 90% of my time healing though, like I should.

Also, for medic, I like to take a m4a1 with gyro. I really dislike the smg, which is why I play sadar spec less and less these days. I mean, it's not terrible, the but m4a1 is just so much better...
A question in regards to the Gyro M4A1, how is it intended to be used? I presume a short range SMG since the recoil and scatter make it a headache to use normally; but I feel like I am missing something.

As for Med Supplies as a PFC, try nagging the Doctors in Medbay for a first aid kit or some surplus supplies. Sometimes they comply, sometimes they don't. As far as I know it isn't meta for a Standard to use advanced healing kits, but I'd still recommend gauze just to be on the safe side.
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Re: Loadout sharing thread

Post by Renomaki » 08 Apr 2017, 22:44

In my opinon, the standard's basic kit should always include the following:

Your weapon of choice (SMG, Pulse, Shotgun)

A pistol/revolver for when the going gets tough and the tough lose their rifle.

A properly filled ammobelt (in the case of SMG or Pulse, at least 1 AP mag on standby for when heavy armor comes in, although 2 if you can nab em)

A simple first-aid bundle (Tricord, bandages and cream)

A food ration for on the go feeding

A full flare packet in your pocket for easy access

And a knife, because a marine isn't a marine without his handy knife.

As for what weapon mods to bring? Well, it depends. You can never go wrong with a rail-light, but a red dot can work as well if you prefer better accuracy over LoS. The Masterkey shotgun can be useful, but a GL has her days too. And when you wanna really lay down fire, the Quickfire/Extended combo can do wonders~.
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Re: Loadout sharing thread

Post by Renomaki » 08 Apr 2017, 22:46

Garrison wrote:A question in regards to the Gyro M4A1, how is it intended to be used? I presume a short range SMG since the recoil and scatter make it a headache to use normally; but I feel like I am missing something.
I tried a gyro Pulse Rifle before [duel wielding, in fact], it is a bit wonky...

Every shot you make creates recoil, meaning burst fire is very unsafe to use. You would be forced to stick with single shot fire if you plan on going one-handed with the rifle. I believe there is also a bit of an accuracy debuff, but I think you can still hit aliens if your aim is good.. It is the recoil that'll mess you up, though.
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Re: Loadout sharing thread

Post by Swagile » 08 Apr 2017, 23:53

Ointment and gauze is infinite, though.

Take apart one stack of the 5 stacks in a gauze packet, then click hold and drop onto the nanomed. Do this five times and you just got 5 gauze into the nanomed for the price of 1 gauze, aka a net profit of 4 gauze. And each gauze that comes out of the nanomed is a stack of 5 despite you using only 1 stack to refit it.

Same goes with ointment. And tricord can be refilled in nanomeds when its expended, so wrench a nanomed and put it in your FOB and you only need a medic for pain meds (major damage / burns) and when you need a splint for fractures / broken bones + peri if you moved around with said bones broken.
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Re: Loadout sharing thread

Post by driecg36 » 09 Apr 2017, 01:12

Garrison wrote:A question in regards to the Gyro M4A1, how is it intended to be used? I presume a short range SMG since the recoil and scatter make it a headache to use normally; but I feel like I am missing something.

As for Med Supplies as a PFC, try nagging the Doctors in Medbay for a first aid kit or some surplus supplies. Sometimes they comply, sometimes they don't. As far as I know it isn't meta for a Standard to use advanced healing kits, but I'd still recommend gauze just to be on the safe side.
Gyro is pretty much for use as a medic, where you would often need your other hand to drag marines, or as a marine using a riot shield. Otherwise, not that viable, though very fun. If you dual wield slow firing weapons, like revolvers, but switch hands every shot you shoot a lot faster than with a single gun.I imagine this also works with shotties, but you still need to pump them, so its only relevant for a quick 2 shot burst.
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Re: Loadout sharing thread

Post by contactdenied » 17 Apr 2017, 00:08

Stationary Standard:

M4A1 with rail scope and extended barrel, also a bipod if the RO's are feeling nice.
4 mags in marine belt, 2 AP if possible.
M44 with Bayonet attached, also two speed loaders in your backpack.
Tricord injector and ointment in marine armor.
Gauze and health analyzer in pockets.
Two mags of M4A1 ammo in backpack.
Two flare boxes in backpack.
Metal Flask filled with drink of your choice on helmet.
Two EAT bars or Packaged Burritos on your helmet.

Works well in long corridors or hallways, defending the Sulaco or FOB best suits this load out.
Bayonet revolver acts as a close quarters last resort weapon, in case the aliens get too close to you or you're out of primary ammo.
M4A1 is your suppressing/sniper weapon, fire a few bursts at those aliens to keep them away or to kill them.
Basic med supplies is useful to keep yourself or other marines stable if they have to retreat.
Flare boxes will provide vision and sight for you, use them sparingly though.
You're also going to need something to set your bipod on if you decided to get it, does wonders for your accuracy.
You have rations, so you don't need to run to the shuttle or pod just because you're hungry.
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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