Loadout sharing thread

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Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 01:29

What loadout do you like to use? PFC, medic, engie, spec, whatever. I feel like prep is one of the most important times for the marines, and a bad or sub-optimal loadout can really screw you over in the long run. I also want to try out fun new loadouts as gimmicks.

Usually my standard pfc is a m4a1 rifle with red dot on the back, a buckshot m37 in the suit slot with a mag harness. I take an ammo belt full of m4a1 mags with enough room for 10 shells, and i put another 5 and a roll of gauze in my armor. This loadout is really reliable, lots of primary ammo, and you have the mag harness shotty to get you out of a pinch, though ammo runs low quickly, so i dont rely on it. This build is overall incredibly reliable in my experience, and what I pick if I feel like trying hard. Main problem is fitting flares, but you can sacrifice an m4a1 mag for that.

Another pfc loadout I've been trying is the 'revolver ocelot.' Revolver on my belt (m44 harness allows you to take more ammo, but real slow to take out) and on my suit slot, no attachments (recoil comp is an option, but I like damage). A backpack full of speedloaders, 2 marksman loaders in my armor. If you get a hang of the rhythm required to use both revolvers effectively, it's surprisingly lethal. Very low chance of ff, if you're smart. Main problems: not very effective against runners, takes a really long time to reload both revolvers even with speed loaders, and if you get knocked down good luck picking up both revolvers again. Also, you run out of ammo pretty quick, even with a bag full. Not a serious loadout, but a lot of fun.

I wanted to try a b18 spec loadout, but I havent gotten the chance. Noone ever picks the b18(I usually go smarty or sadar), but I really want to try b18 with riot shield and gyro-mag shotgun packed with buckshot. The riot shield means you cant bring a bag, so you can carry buck boxes, which means you could run out of ammo pretty quick, but I imagine the riot shield + buck + b18 makes you fucking scary to the aliums. Is wading deep into combat a good idea with this, if you have marine support? How good is it against ff? Boiler gas? Is this actually a viable strat? If you can get the xenos to shit your pants whenever they see you, this could be pretty effective, as well as going in front of stupid boots so they dont get hugged and captured.

Also, tips on effectively carrying a flamer? It doesn't work very well as a primary IMO, as its really only effective in prolonged battles, not skirmishes with runners and the like, but it does wonders against crushers and diving aliums. So far, the only effective way i've found to take it is simply to carry it in your hands and drop it whenever you need to use your m4a1, but I always lose it after a while. Is it worth it to use the flamer as a primary, and take an m39 in holster instead of an m4a1? Or is there a magic way to carry a flamer, spare incinerator tanks, and an m4a1?

What's a fun, gimmicky build you like to use? What about your optimal loadout? I quite enjoy building a good loadout, and I'd like some inspiration.
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 01:31

Obligatory boot with AP rounds pic : http://i.imgur.com/p8ZSn9t.png
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Re: Loadout sharing thread

Post by NoahKirchner » 08 Apr 2017, 01:36

M41A, three AP mags if I can, two in the pockets on in the belt, rest standard mags. Red dot, extended barrel.

Two boxes of flares.

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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 01:53

NoahKirchner wrote:M41A, three AP mags if I can, two in the pockets on in the belt, rest standard mags. Red dot, extended barrel.

Two boxes of flares.

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I personally feel like the extended barrel is a little underpowered. IMO, it should moderately reduce bullet scatter and then I would love it, but as it stands, the red dot/forward grip is just a better choice for pure accuracy, if you don't mind losing the nade launcher.
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Re: Loadout sharing thread

Post by Garrison » 08 Apr 2017, 03:22

My PFC gear is typically a M41A with a bayonet and whatever additional attachments I can get/try. Ammo belt for my primary, one clip in my pocket, a flare in the other; Armor pouch holds sidearm clips. I take a backpack with flares, bandages and a single ration.


When I roll medic, I take a SMG with a magnetic harness and 4-6 clips of ammo, if I can't get the harness, I just take a revolver with 2 speed loaders. I also haul a roller bed which comes in handy to drag your patient to safety, or vice versa.

I only recently realized how amazing magnetic harness can be, one time I got captured but woke up during transport, I caused so much havoc for the aliens, no matter how many times they tackled or pounced me down. just kept getting up and pulling out my SMG, killed 1, critted another and injured some before they pinned me into a nest.

I hear shotgun with gyro is amazing for medics since they really need a 1 handed CQC deterrent, but every time I tried it, it just seems to fail horribly for me.

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Re: Loadout sharing thread

Post by RedOktober12 » 08 Apr 2017, 09:06

As a standard, I like to grab an extended barrel, skelly stock and raillight. Monster view range and super accurate bursts makes the M41A a beastly overwatch weapon, if not necessarily an assault one. For that, I have the trusty M37 on my back. Y'know, for close encounters. On top of that, an M4A3 for when it's all gone tits up. I fill my armour storage with buckshot shells, and otherwise try and take two mags of AP and the rest standard. One pocket for AP, one for standard; as soon as the big T3s rock up I load the AP, and unload when they fall back.

Backpack gets filled with deathcards, flares and a box of buckshot. Most important part, however, is that helmet storage. Burrito, deathcard (preferably hearts or spades) and a flask of cocoa. Job's a good 'un.
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Re: Loadout sharing thread

Post by Steelpoint » 08 Apr 2017, 09:52

Standard Loadout
  • M41A Pulse Rifle on armour exoslot, loaded with standard rounds.
  • M41A has Extended Barrel, Rail Flashlight and Forward Grip
  • Shotgun on backslot, loaded with Buckshot.
  • Fill belt with M41A ammo and a few flares, fill pockets with M41A ammo, fill armour slots with buckshot shells.
I enjoy this loadout because I can consistently get access to its attachments and its viable. Having access to a M41A and a Shotgun offers greater versatility in combat scenarios, swapping to the Shotgun for close quarters combat and vice versa. The M41A attachments significantly increase accuracy, and also make burst firing a viable attack option due to no recoil.

Drawbacks to this loadout is loss of backpack inventory space, somewhat limiting the amount of ammo and supplies you can carry, this also includes flares.

(I also want to try out a Marksman loadout one day. Kitting out a M41A with a Rail Scope, Bipod and Extended Barrel. Sadly easier said than done due to combination of Standard Two Attachment restriction AND there being only ONE (1) Rail Scope in cargo round start!?!?!)

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Specialist SADAR Loadout
  • SADAR on armour exoslot
  • SADAR optionally can have a Magnetic Strap
  • SMG on belt slot, holstered inside a SMG holster. Loaded with Armour Piercing rounds.
  • SMG has Barrel Charger, Red Dot Sight and Forward Grip.
  • Backpack holds spare Rockets, as well as Flare Pouches and one C4 charge.
  • Pockets and armour slots hold SMG ammo.
  • Webbing holds one C4 and two Incendiary Grenades.
This is my go to loadout for going Specialist. Not much to say, the SMG is easier to manage due to me being able to holster it. The SMG attachments serve to increase its accuracy and bring its damage up to near what the M41A deals by default (so I am told), the AP rounds help in dealing with mid to higher tier xenos. The SMG serves more as a finisher weapon to kill off wounded Xenos who survived a SADAR round, but it works as a self defence weapon in a pinch, especially on burst fire. While the forward grip does force the weapon into being two handed, of note is that two hand holding the SMG does NOT slow you down at all.

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Combat Medic Loadout
  • Shotgun on armour exoslot, loaded with Buckshot rounds.
  • Shotgun has Rail Flashlight and a Shotgun Stock, maybe a Recoil Compensator.
  • Backpack has two Advance First Aid Kits, one Oxygen Kit, two or so Stasis Bags and a Emergency Defibrillator, spare slots hold Buckshot Boxes.
  • Belt has a ton of medical supplies. Quick Clot, Tricord and Dexalin+ Injectors, and one of each pill sans Red Russian, including a Peri+ pill bottle.
As a Combat Medic I take a Combat Shotgun for two reasons. One its to discourage me from trying to run off to fight, and more importantly it lets me better deter Xenos who try and rush in to nab my patients. Otherwise its a common Combat Medic loadout that offers me versatility in treating most forms of damage.
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Re: Loadout sharing thread

Post by TopHatPenguin » 08 Apr 2017, 09:56

I just like to roll with a bayonet and a harness so I can clean the planet of resin goop to help the combat able marines get to their destination.

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Re: Loadout sharing thread

Post by Steelpoint » 08 Apr 2017, 09:57

You know you can smack away weeds with literally anything in one hit?

I use my giant green stick, also known as the SADAR, to smack away weeds when I'm not doing anything else.

Even with a knife/bayonet anything else takes forever to smack away. Hence I don't oft bother with a bayonet since I can use my knife for that clearing away stuff.
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Re: Loadout sharing thread

Post by TopHatPenguin » 08 Apr 2017, 10:01

Steelpoint wrote:You know you can smack away weeds with literally anything in one hit?

I use my giant green stick, also known as the SADAR, to smack away weeds when I'm not doing anything else.

Even with a knife/bayonet anything else takes forever to smack away. Hence I don't oft bother with a bayonet since I can use my knife for that clearing away stuff.
Yup, I know you can whack away weeds with pretty much anything, however it's useful for sticky resin and other resin structures. I don't play Cm to get kills, I play it in a kinda support role, so having a bayonet is pretty handy.

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Re: Loadout sharing thread

Post by liltiptop » 08 Apr 2017, 10:11

Standard:
m41a pulse rifle
-mag holster
-masterkey
4 normal mags
1-2 AP mag
m4a3 holster
m4a1 service pistol
-rail light
3 mags
Combat bayonet
gauze, ointment (in armor slot)
one tri injector
flare pouch

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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 10:48

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...

Mag harness is a dope attachment, but Ive found I use it less and less just because I play more carefully now. Red dot is probably my next favorite attachment, because I love accuracy with no downside.

I've been thinking about a particular attachment rig for that b18 spec: the premise is to turn the m4a1 into a shotgun that reloads faster. Barrel charger, gyro stab, burst fire assembly. Since you should always be in front of your marines, ff isn't a concern, and any alien that comes near you will get OBLITERATED by a hail of barrel charged bullets from behind your riot shield. Problem is, will I not be able to hit anything at even point blank range?
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 10:52

RedOktober12 wrote:As a standard, I like to grab an extended barrel, skelly stock and raillight. Monster view range and super accurate bursts makes the M41A a beastly overwatch weapon, if not necessarily an assault one. For that, I have the trusty M37 on my back. Y'know, for close encounters. On top of that, an M4A3 for when it's all gone tits up. I fill my armour storage with buckshot shells, and otherwise try and take two mags of AP and the rest standard. One pocket for AP, one for standard; as soon as the big T3s rock up I load the AP, and unload when they fall back.

Backpack gets filled with deathcards, flares and a box of buckshot. Most important part, however, is that helmet storage. Burrito, deathcard (preferably hearts or spades) and a flask of cocoa. Job's a good 'un.
Also burrito+card is power gaming, I'm gonna have to report you to a moderator.

But seriously, if you don't have a mag harness on your rifle, I recommend you put it on your back and the shotgun on your suit slot. The scabbard is pretty ass, as it takes two clicks instead of one to take out the shotty (which is more than enough to kill you in a bad situation) and I've found is generally less responsive.
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Re: Loadout sharing thread

Post by Moon Tune » 08 Apr 2017, 10:57

Smartgun Specialist Loadout
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Flamethrower Marine Loadout
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 11:11

Personally, I don't use burst fire at all with the smartgun, because I tend to be using it at longer ranges as a marine support weapon anyways. It works fantastic for area denial (the area being your entire line of sight) and making sure your buddies don't get dragged off by some hotshot runner. Also, do you know if the barrel charger is a percent damage increase, or flat? I've considered bringing it because I often have trouble finishing of xenos that like to run away a lot, but the lower accuracy scares me quite a bit.

Also, bringing only an m44 as a sidearm with the flamer? Don't you think a m39 would be better?
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Re: Loadout sharing thread

Post by nerocavalier » 08 Apr 2017, 11:42

driecg36 wrote:Personally, I don't use burst fire at all with the smartgun, because I tend to be using it at longer ranges as a marine support weapon anyways. It works fantastic for area denial (the area being your entire line of sight) and making sure your buddies don't get dragged off by some hotshot runner. Also, do you know if the barrel charger is a percent damage increase, or flat? I've considered bringing it because I often have trouble finishing of xenos that like to run away a lot, but the lower accuracy scares me quite a bit.

Also, bringing only an m44 as a sidearm with the flamer? Don't you think a m39 would be better?
Burstfire is surprisingly accurate even with a charger on a smartgun.

Sidearm for flamer is personal preference. Some things I've found useful is to take a gyro + harness shotgun loaded with buckshot. Buckshot anything that gets close, then set them on fire.
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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 12:00

Where do you put the shotgun if your flamer is in your suit slot? You can't put it on your belt, and you NEED a bag to hold the incinerator tanks.
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Re: Loadout sharing thread

Post by Kerek » 08 Apr 2017, 13:36

I personally like to take as of lately, am M41A with mag harness, extended barrel, and masterkey shotgun cause they're actually really good.
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Re: Loadout sharing thread

Post by KingKire » 08 Apr 2017, 13:46

@ driecg36
All weapon slots give percent multipliers, except for bayonets and stocks for melee damage, those are flat bonuses.
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Re: Loadout sharing thread

Post by Crab_Spider » 08 Apr 2017, 14:33

M41A with skeleton stock + bayonet + mag harness. If I get into a scrap with a human, I'll be breaking bones, if I'm up against a xeno, I'll be beating it to death without a problem.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 14:50

KingKire wrote:@ driecg36
All weapon slots give percent multipliers, except for bayonets and stocks for melee damage, those are flat bonuses.
Thanks, good to know!
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Re: Loadout sharing thread

Post by nerocavalier » 08 Apr 2017, 15:04

driecg36 wrote:Where do you put the shotgun if your flamer is in your suit slot? You can't put it on your belt, and you NEED a bag to hold the incinerator tanks.
Suit slot. Just put a rail light on your incinerator and hold it. Unwield, equip shotgun in other hand and buckshot xenos with your gyro shotgun if they get too close.
Last edited by nerocavalier on 08 Apr 2017, 15:05, edited 1 time in total.
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Re: Loadout sharing thread

Post by Crab_Spider » 08 Apr 2017, 15:04

KingKire wrote:@ driecg36
All weapon slots give percent multipliers, except for bayonets and stocks for melee damage, those are flat bonuses.
Stocks lower firing rate
The RDS has no drawbacks
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Loadout sharing thread

Post by driecg36 » 08 Apr 2017, 15:22

nerocavalier wrote:Suit slot. Just put a rail light on your incinerator and hold it. Unwield, equip shotgun in other hand and buckshot xenos with your gyro shotgun if they get too close.
Problem is, I really hate carrying the flamer in hand. I always lose it, but the gyro thing might help quite a bit.
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Re: Loadout sharing thread

Post by nerocavalier » 08 Apr 2017, 15:47

driecg36 wrote:I personally feel like the extended barrel is a little underpowered. IMO, it should moderately reduce bullet scatter and then I would love it, but as it stands, the red dot/forward grip is just a better choice for pure accuracy, if you don't mind losing the nade launcher.
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.
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