Specialized Loadouts

Medical loadouts



Sniping-based loadouts



Anti-Vehicle-based loadouts



Machinegunner loadouts

Medical Loadouts

Sniping Loadouts

Anti-Vehicle loadouts

Machinegunner Loadouts

Weapon Capacity Caliber Zafir 150 7.62mm MX SW 100 6.5mm Mk 200 200 6.5mm

The concept of "Specialized Loadouts", I would define, is really just loadouts created for some special purpose. Whether it be to take out tanks, or specifically just to act as a medic, they're all created for their own purpose.Basically, if you have a rocket launcher, you'll ideally focus on armor, and not infantry. The Fatigue system prevents you from creating a "jack of all trades" loadout, so it's balanced as far as preventing you from being overpowered, and it allows for longer battles.Knowing this, don't worry too much about weight limits, a few of these loadouts have heavy equipment.All of this is pretty much based on the "Basic Infantry Loadout" section, so it most cases you'll still have smoke grenades and night vision and related stuff.What types of loadouts would you call "Specialized"?Here's a few examples:Featured below is a bunch of sub-sections that gives you an idea of these "Specialized Loadouts", what they bring to the fight, and what they should do.The obvious focus for people playing as a medic is to treat the wounded. Default medic units generally have a backpack with 10 FAKs, and a Medikit.The medikit can heal pretty much all wounds, and the reason there's 10 FAKs is so you can distribute them to your team.In the end you can still engage enemies, but your primary goal should be to heal people. Some servers have scripts that enable people to go into an incapacitated state when they die, so they're lying on the battlefield. From there, you can drag them out of a firefight, so it's good to pack some smoke grenades in addition to cover yourself while you do that.When you're sniping, you aren't going to be up-front with the enemy. You're going to be far away on some hill, away from the intense fighting. This way, you don't draw attention to yourself.The uniform you'll want to bring is a Ghillie Suit. If you have the Marksmen DLC, even better, because you can customize the pattern of the suit for the environment you're in.This video by Youtube user "M Breeze" displays why Ghillie Suits work pretty well.Continuing, you'll obviously want a long-range rifle of some sort. The scope you'll want is also dependent on the situation. Is it broad daylight? Bring the LRPS. Is your visibility low? Bring the Nightstalker.Another tip is to move as much as possible between shots. Don't stand straight up, though, stay as low as possible. When you're moving, try in stay with in a 100 meter radius of your original location. If you're close to the target, stay prone. If you're pretty far away, crouch. The reason you're moving between shots is so it's harder for the enemy to get a general location of where you are.Also, if you've ever played Sniper Elite, one feature that's in the game is the ability to mask the sound of your shot with the environment. This can be used in Arma, too. Let's say your enemy is standing next to a running vehicle. Or maybe a helicopter that's about to take off. Use your environment to your advantage.It's kind of hard to balance out ammunition and carryweight, so normally I just say this:"Screw it, let's just take a bag full of rockets."Turns out that tactic works pretty well. You burn through Launcher ammunition like wildfire, and if you have a buddy carrying ammo, you're a pretty deadly pair.If you're in a small-scale fight and there's a small amount of enemy vehicles, bring a rocket launcher. The only rocket launcher in the game is the RPG-42. The PCML, and Titan launchers, fire Missiles. Missiles are guided, meaning they can lock onto targets, but rockets are unguided, so they can't lock onto anyone.If you're in a large battle, you'll probably need to take out armor as fast as you can. Bring a Titan. There's two versions of the Titan launcher, depicted below.The Compact version of the Titan can fire Anti-Tank and Anti-Personnel, and it's bigger brother, the Launcher variant, can fire Anti-Air. AP missiles are lighter than AT and AA, AT and AA are equal weight, for some reason. The images below, in order, are the Titan Compact, the Titan Launcher, and their ammunition.With the Marksmen DLC update, Suppression was added as a feature to the game. Though, technically it was already in, it didn't actually work, and the AI didn't normally respond to suppressive fire.Thankfully that's fixed now.Anyways, the point of suppressive fire is to hold the enemy at a specific area. You're pinning them down so they can't move a lot. The thing is though, you don't have a direct line of continuous fire. You fire a short burst every few seconds, and maybe a longer pause to give them a false sense of security, and lure them out. While you have an enemy unit pinned down, it's harder for them to return fire, and while they're focusing on what to do, you can have another element move in and flank them. It's a pretty good tactic, when employed correctly.You'll obviously want to use a LMG. I usually go for the MX SW. It's pretty light compared to the CSAT Zafir and the AAF Mk 200. I'll elaborate, and I'll list the differences belowThe Zafir fires 7.62mm, but it's heavier. It's also selective fire and has a built-in bipod.The MX SW fires 6.5mm, it's the lightest of them all, and the magazines for it are lightweight too.The Mk 200 also fires 6.5mm, but considering it's ammo capacity, you'll be lugging around heavy stuff.If you own the Marksmen DLC, you also have access to MMG's, which are the CSAT Navid 9.3mm and the NATO SPMG .338. They're both pretty heavy weapons, and they're almost equal, but the Navid can fire in either burst, or automatic modes.