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Thread: Share your Marine load outs for me to try.

  1. #11
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    JTAC:
    Light armor w/MRE and binos
    Helmet with HJ flask and inaprovaline injector

    M37 with stock/magharness/bayo
    Webbing vest filled with shotgun shells

    Flaregun holster in belt

    2 Flare pouches filled with signal flares

    Spare flares and signal flares in satchel/backpack

    Light benos on fire with the flaregun, then pop a direct lase on them when they resist to put it out.
    Last edited by Benbot16; 01-24-2020 at 09:45 PM.
    Supposedly I'm a "senior mentor"

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  2. #12
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    Quote Originally Posted by juliansl View Post
    Flamer
    - CT uniform, from their break room.
    - Firesuit
    - Flamer in back slot.
    - 2x tank pouches with 2 tanks each, for a total of 5 tanks.
    - G8 Pouch on belt slot for extra extinguishers.
    - Fire extinguisher in suit slot.

    The only downsides to this loadout is that you have no backup weapon and no armor.
    There is a trick to wear marine uniform with few vanilla non-standard "exosuits": Take off uniform, wear firesuit on naked body and then "e" wear uniform.

  3. #13
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    Dakka Boy

    HPR - Vert Grip, S8 Scope, Recoil Comp. If the Bipod stops being shite someday and you're on FOB defense, go with that and a BC if you can get one. This makes the Dakka. Single-shot unless suppressive firing into gas and whatnot. Just keep clicking.

    Helmet - Spare Injectors, helmet flair, or food bars

    Welder Goggles

    Heavy Armor - Spare Ammo Box and Welder

    Webbing - Grenades

    Pistol Pouch - Smart Pistol or VP, with basic kit attachments. Useful when moving, as your HPR is a little shitty while moving.

    Foldable Barricade or Satchel - You don't really need a satchel unless you're running flares.

    Medkit Pouch - Duh

    Second Medkit Pouch or Flare Pouch - Dump out gauze and ointment and fill with spare painkiller and first aid injector

    Alternatively, you can swap out the pistol holster and barricade with a MOUSE kit and shell rig for ultimate robusto. I feel it's a little selfish though to get a MOUSE for just a secondary weapon slot. M37 also works but, you know, vanguarding isn't really your job.

    This loadout is for suppressive fire and stopping Xeno counterattacks or flanks. Don't expect to rack up huge kill counts. Your S8 will allow you to disrupt Boilers with some sustained fire. Bear in mind that even if you are firing nonstop, baldies will still try to walk in front of your gun while you're scoped in--It's up to you whether you stop shooting or not. You can contribute to initial offenses with your S8 scope to rout the Xenos, but after that you're a bit slow and ineffective. Be at the rear and prepare to setup again when the frontline halts.

    90% of Xenos will instinctively avoid your field of fire as long as you keep sustained fire up because they're cowards, allowing you to lock down long corridors and suppress an open field quite well. Be wary when a couple robust Xeno starts to make efficient attacking movements towards you, as that's probably a prelude to your demise if you're not quick.
    Last edited by PogoMarimo; 01-24-2020 at 05:07 PM.

  4. #14
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    The FOB Mosquito

    When I play Bravo squad marine, I crack open a Combat Technician kit and go full deterrence by annoyance.


    Helmet: Cigarettes and lighter. Make a little game of when you light one up, like if your SL dies.

    Eyes: Welding Goggles you can label "EYEBALL GUARDS"

    Medium Armor: Stuffed with shotgun shells.

    Uniform Accessory: The black or brown webbing is key to this build. You keep your tools in here.

    Pockets: Construction pouch filled with your sandbags, metal, and shovel. Toss the tool pouch and substitute with something else.

    Belt: Standard ammo rig filled with L42 ammo.

    Gloves: Your insulated glove you can label as "THE MITS."

    Armor Weapon Slot (Primary Weapon): L42 with scope for plinking at Xenos. Hench the mosquito name.

    Back Slot: Shotgun scabbard w/ shotgun. Attach a mini-flamer for keep-away measures.

    Your role is to buzz around the FOB, patching holes in the defenses where you see them and taking pot-shots at xeno scum lurking in the dark.

    For shits and giggles, you can substitute the L42 with a M44 w/stock and go full angry Texan. Expand your ammo reserves with a large magazine pouch and ask for special .44 ammo. Shout out "GET OFF MUH PROPERTY" every time you see something even pop up in the periphery of your vision. Toss a lit cigarette every now and then at passing xenos as a sign of utter contempt for the enemy.

    You probably won't get a single kill with this load out, but at least you'll be of some slight use with the technician kit.
    Last edited by PFC Snots; 01-24-2020 at 05:38 PM.

  5. #15
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    Marky MOUSE

    (I don't know if this is a pun on Mickey Mouse--*Summons Server-Ending Litigation*--or Marky Mark... Hmmm...)

    This kit is a pun on Marky Mark. You're using the MOUSE shotgun with a marksman scope. Channel your Call of Duty skills to get sickkkk slug headshots on Xeno noobs.

    MOUSE - S4 Scope, Tactical Stock, Vert Grip - You're using slugs only in this bad boy.

    Helmet - Helmet Flair, Injectors, Food Bars, whatever your preference.

    Light Armor - Grenades, splints, or Injectors. Gotta go Fast.

    Webbing - Pistol Ammo

    Shell Rig - For your slugs.

    Satchel - Pistol Ammo and other junk

    First Aid Pouch - Duh

    Pistol Pouch/Revolver - Your pistol choice.

    Pistol Options: Some good choices here, I'll start with my favorites.

    1. M4A3 - S5 RDS, Laser Sight, with Incendiary Ammo. If you can get the magazines for it, this is a great choice for our strategy. If no Incediary Mags, then it's near bottom tier.

    2. Smart Pistol - QFA, Laser Sight, Extended Barrel. An exceptionally safe choice due to IFF. Even in crowded areas this can be used to mag dump. We'll prioritize rate of fire over damage per shot for this reason.

    3. 1911 - BC, Laser Sight, RDS. A big hitter sidearm with a big mag. Will need to be requested from Req.

    4. VP-78 - BC, RDS, Laser Sight - A solid mix of RoF and damage, with good mag sizes.

    5. M44 Revolver - BC, RDS, Laser Sight. A decent placeholder if you can't get the above restricted equipment for some reason. Only seven shots means you need to make it count. Just use regular ammo in this case.

    6. Mod88 - Just not enough burst damage here no matter how you slice it. Decent gun, but not for our purposes.

    Strategy:

    There is two parts to our combat strategy.

    1. Dump all your slugs into a T1 or T2.

    2. Holster your shotgun, draw your pistol, and charge it while firing wildly. Keep charging and firing until it is dead or escapes.

    Rinse and Repeat.

    The idea is the stun from your slugs will give you time to close the gap and finish the job with your pistol. Since reloading with the MOUSE is a nightmare, your pistol gives you the finishing potential here. You'll want to use macros to minimize the transition time from your primary to sidearm. This strategy will NOT work against T3s or defenders, so just play it safe and ping them with slugs where you can unless you have good backup.
    Last edited by PogoMarimo; 01-24-2020 at 06:34 PM.

  6. #16
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    Support loadout

    L42 with smart scope and fixings in armor, ammo belt with full ap mags if you can get me

    M44 smartie with rc and laser sight in pistol pouch, webbing full of heavy speed loaders if you can get em

    Brute and burn kit in armor

    First aid pouch

    Fire Ext in backpack, with splints hf2 and a roller, cables and welder with w gogs if the synth is deploying

    E tool if on applicable map, dig up dirt for bags when you have time

    Spare knife in mouth if a pal needs it

    Food in helmet if you can't fit an mre anywhere

  7. #17
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    Quote Originally Posted by Roaven View Post
    Light armor, either take a helmet or a beret (I've cycled through both over the years)

    M39 Submachine Gun: Solid SMG stock, Flashlight grip, Reflex, Suppressor. V. Grip would get you even more controllability, but this loadout seems to be enough without stacking more of the move speed debuff, plus you get a bit of extra light. Always be burst-firing. No one else is gonna use all the 10x20 ammo, so it's all yours to spray wildly downrange. Maybe single-shots when FF is an issue or when plinking at mid-range, but this is very much a spray and pray weapon.
    Doing this next game. Sounds fun.

    Quote Originally Posted by CABAL View Post
    There is a trick to wear marine uniform with few vanilla non-standard "exosuits": Take off uniform, wear firesuit on naked body and then "e" wear uniform.
    My dark knowledge grows.

    Quote Originally Posted by PogoMarimo View Post
    Dakka Boy

    [...] Just keep clicking.
    This is the style of play that pleases me the most. Thank you.


    Quote Originally Posted by kooarbiter View Post


    Spare knife in mouth if a pal needs it
    Nothing says brotherly love like mouth knife.

  8. #18
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    Quote Originally Posted by juliansl View Post
    Flamer
    - CT uniform, from their break room.
    - Firesuit
    - Flamer in back slot.
    - 2x tank pouches with 2 tanks each, for a total of 5 tanks.
    - G8 Pouch on belt slot for extra extinguishers.
    - Fire extinguisher in suit slot.

    The only downsides to this loadout is that you have no backup weapon and no armor.
    So long as you avoid the ire of MP's for being out of uniform.

  9. #19
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    Quote Originally Posted by Mehillus View Post
    So long as you avoid the ire of MP's for being out of uniform.
    You're not actually out of uniform if you got it from Req.

  10. #20
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    Quote Originally Posted by juliansl View Post
    You're not actually out of uniform if you got it from Req.
    I geuss the MP's are playing marine law checkers while you are playing 20d chess! UNGA ON!

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