Attachments and Other Gear

Scopes

Ammo

Barrel, underbarrel, and siderail

Gear

Sidearms

Attachments are key, they are everything, no matter what you do, or what your play style is, these will help.These are your options for scopes for both classes. Each has it's own range of vision, with Holographic being the least and MK4 Scope being the largest. For bolt action rifles, anything under a 2x Red Dot is pretty much useless and should not be considered. Keep in note, be flexible with your sights, depending on the map and the situation, some will hinder your ability to accurately support your team.Tracer ammo is useless, and should only be used if you want your rounds to look a pretty shade of red/green when you fire. As a rule of thumb, always use AP ammo if you can. Even if you place a shot down too low, the AP round will make sure it will kill regardless. HP ammo is also useful, and should always be used in place of AP rounds if you have no points.The suppressor is available to all weapons, it costs 3 points for Security and 4 for Insurgents. Unless you have the points to spend, I would recommend against it as it is not extremely useful, and the points can be better spent elsewhere. Only on night maps should the suppresor be MANDATORY, and it completley eliminates muzzle flash and in general makes map easier to play on. The heavy barrel is available to the M16, and should be used if you have the point to spare, as it improves the accuracy of the shots. For the under barrel, a bipod is a must. Only for run and gun situations should the foregrip be used. The bipod will cut down the sway and increase accuracy. End of discussion. For the side rail, its mostly a waste of points, a laser sight will get you killed and a flashlight is pretty useless. Stick to focusing on other things. Your gear will keep you alive just as much as your rifle will kill. My general setup is A Makarov pistol or M1911 for a side arm, (0 and 1 points respectively) light armor, as heavy armor is costly and weighs down your speed, and chest rig for its extra ammo and light weight. The extra point can be used on anything, a smoke is useful for running away if sh*t hits the fan, and an extra point on a chest carrier if you need more ammo.Your sidearm will help quite a bit when on the move from point A to point B. Pistols can be quite useful and should never be overlooked (even though I do so myself usually)Security The Makarov is the 0 point sidearm of the team, with a low magazine to work with, and god awful damage. I usually carry this because I'm too stingy to spend points on a better pistol. If you're out of points but need a sidearm, take this. The M45A1. This thing is a beast, usually can kill in 1-2 shots, but has very high recoil, and a mag of only 8 rounds. I like this thing, and on fast moving modes like firefight or occupy, you should take this. M9 is alright, controllable recoil, large magazine, and moderate damage. Between the M45A1 and the M9 I would say pick whichever works best for you, but the M45A1 is a faster kill.Insurgents The Insurgents have 2 weapons which are 0 points, the Makarov, and the Model 10. Makarov is pretty awful, already explained, so I will jump straight to the Model 10. The Model 10 is a semi-automatic revolver with medium recoil and damage, I like using it for the western feel to it, but don't lean to heavily on it, the long reload, and slow fire rate can hinder you quite a bit if you're not careful. The last sidearm is the M1911, which is a reskin of the M45A1 on Security forces. Same deal, different look. As previously mentioned, use the M1911 if you have the points.