Helpful Tips for your weapons.

SoNotIsaac

EGO Zealot
Joined
Nov 28, 2008
Messages
1,937
Hey guys, now I know you guys know alot of your weapons, but I want to post this for the new guys, who either can't/haven't gone to Bootcamp before (btw Bootcamp is fun, GO FOR IT!)
Note : This Thread is similar to threads like Advantages & disadvantages of weapons, but it has a diff title.
Now, I haven't been playing alot of INS since it always crashes, so I have forgotten a few weapons haha, anyways, I'll start of with Marines.

MARINES
Marines are great people in real-life, they also have great weapons.

M4A1 Aimpoint

This weapon has a Aimpoint red dot sight. It's much less obstrusive while aiming when compared to iron sights when for scoping insurgents, it is very useful if you want to, in a way snipe your enemy from a mid range, to have great accuracy, I recomand using a shot only, not auto-fire. it has a good damage when scoped not so much when not due to the bad accuracy.

M4 (With Vertical Handle)
Now, this weapon has only the iron sight to its abit hard to use it if you want to shoot from afar. M4 Vertical handle gives more stability to the weapon making it nearly as dangerous as the ak74 in close quarters

Rifle Class (M16 carbine)
It has two types of fire, burst-fire and the one bullet, it has a great accuracy and has mid damage

SAW m249. Ever wanted to carry 5 belts of 200 5.56 bullets? Yeah, that's right 1,000 bullets, and they go by quick. As Swat has always said, and I haven't stopped agreeing with him, If we're playing 16v16, the SAW gunners will get the most kills. They excell in area denial, and defending. The major flaw (if I had to pick one) would be the obnoxious iron sights

insurgence
AK27
As for some of the other weapons, I would say that the AK47 is completely over powered in this game. I can't count the number of times I ran a zipper on someone doing everything "right." By doing everything right I mean that they were crouched, leaning around a corner, with their sights up ready to take out anybody who turns the corner. And sure enough I come plodding along with an AK47 take a 3 round burst at center mass, turn and shoot and grab another kill. It's not that I'm incredibly skilled at INS it's just that the AK47 lacks any kick. Also, the m16 is embarrassingly weak. So long story short, if you're new to the game, I recommend the AK47 as it will slaughter all marines in close quarters because of the power, accuracy and full automatic capabilities.

The RPG
Well most of us are guilty of whining about it or over-using it. It's what you'd expect. This kind of weapon goes back to Doom days. Point, click and you get a bunch of kills. The downsides to being the RPG class include being as slow as a turtle and incredibily vulnerable during reloading (unless you're a marksman with the Makarov.) Further more, you're equipped with only 4 rounds of primary ammunition. Also, you're a moving target for the marines, and every now and then, you'll misfire and get 3485734095 team kills. Not to mention the complete abcense of leaning and firing prone. Yet, beyond all of the most insurgency players, still find the RPG to be over powered. Personally I'd like to see the projectile speed reduced (so that if you're far away you can shoot and avoid the grenade) and the splash damage reduced. (I think they need to redefine the "Kill zone" and the and the "wounded zone" as well. It seems as if 90% of the blast radius is "kill zone.")

The SKS
The SKS is basically the Insurgent's m16 except much more powerful and slightly less accurate. Expect one hit kills. Although it's intent is to be used for mid-long range combat, it can be used as a REALLY accurate shotgun at close quarters. (I know it sounds crazy, but give it 30 minutes on baghdad and you'll see what i mean.) The only reason I don't use it as much as I would like to is because of the terribly annoying magazine which uses bandoliers. This means that you cannot reload the weapon even if only 2 bullets remain in the current bandolier. You'll spend half of your ammo shooting a wall just so that you can reload.

The sniper rifles (yes I'm giving all three of them one heading.) Dragonov and m14 are semi auto, and the m14 is by far the superior rifle. The enfield (bolt action) insurgent sniper rifle, is my favorite, 95% of your hits will be 1 hit kills, no matter where you hit the target. The sniper rifles are (and I always get flammed for this) the most useless weapons in the game. They are good for 2 things, counter sniping and area denial. Both of which can be done with a rifleman (just as, if not more effeciently), and the riflemen excell in more diverse areas of combat.


The RPK is the insurgent's version of the support class. It has 45 round clips, but has less bullet spread than the SAW. Also, I've been more effective standing and firing with the RPK (as crazy as it sounds) than with the SAW. This doesn't make it a weapon for you to rambo with, but incase you find yourself alone in a dark alley, you'll atleast have a chance of gunning those m4 wielding marines down. This weapon is much more suited to the insurgent's role of offense, but is also effective at area denial.

Pistols. The m9 (Marine) has 15 bullets per clip and is more accurate and less powerful. The Makarov is just the opposite with (I'm guessing, 8 bullets per clip.) I'm highly anticipating the release of the m1911 for beta 3!

AK74 is the KING of close quarters combat. (Unless you lulasuicide nuke yourself with the RPG =p) Very high rate of fire and a fair amount of accuracy. Expect to shoot a player a few times before he drops though.

The m16m203 my personal favorite. Indirect fire with a handy, highly accurate rifle attached to it! What else could you ask for? You may not be the fastest Marine, but you make up for it with two primary weapons. Although the m203 is a bit tricky to operate for the first 30-60 minutes, it will be time well spent. Now, if you have the added bonus of a team that calls out enemies. It will take all the hard work out of it for you. You just have to find a nice cozy spot to lob your grenades from. If you don't have that luxury, just find the routes that are being taken frequently and set up an ambush. (Aka, camp!) Protip: When you spawn, switch to the m203 and use that as your mid-long range weapon. Then switch to your pistol and use that while running around. That way, if someone jumps infront of you, you don't spend time thinking why your 40mm grenade didn't detonate while waiting to respawn.

The hand grenades. Well both fragmentation grenades are identical in preformance. The smoke grenades are as well. And, as you can guess, they fragmentation grenades go boom and the smoke grenades go puff. Not much to say except for if you right click while holding a fragmentation grenade, you will "cook" the grenade. And no, it will not automatically stop if you're still holding it. You, and everyone around you will be gibbed after holding mouse 2 for 5 seconds.

This leaves the L1A1. 20 round clip, semi automatic, 1 hit kill delux! Although not as accurate as the SKS (which is still less accurate than the m16) you'll enjoy the sheer power of the weapon. Also, the weapon remains accurate enough to effectively shoot from the hip in close quarters.

Protip, try to use your fastest shooting weapon while running around. i.e. Keep your m4 on full auto while running around. This way, if you're suprised with an enemy in close vicinity, you can easily take them out. Typically you'll have more time to react to a target at a distance than a close target. So, if you really need to shoot a target far away, you'll have time to switch to semi auto. Also, it's much easier to shoot a far target with a full auto weapon than a close target with a semi auto weapon.

Thanks,
Diamond.
 
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the 1 you forgot would be the m16 lol

and its a foregrip not handlebar

i think the sniper is just an m21 DMR or some variation of the m21
 
wow a dod e comes in and tries to tell the ins guys weapon tips but cant even remember their names
jk i rofl'd so hard when i read this
 
M4A1 Aimpoint

This weapon has a scope for scoping insurgents, it is very useful if you want to, in a way snipe your enemy from a mid range, to have great accuracy, I recomand using a shot only, not auto-fire. it has a good damage when scoped not so much when not due to the bad accuracy.

I'd disagree with preferring one-shot. Single shot in my opinion is only useful for very long distance shooting against mostly covered targets (only the head showing, or more likely only the top of the head knowing insurgency). Even then it's not actually necessary - for the vast majority of the time I've been playing insurgency I never used single shot for any situation. Fully auto is very accurate when fired in short bursts and only becomes difficult when shooting at absurdly small targets.

I do use single shot more when playing on EGO servers as I get a higher ping which often makes hitting and killing people more difficult, but again only at long range.

M4 (With handlebar)
Now, this weapon has only the iron sight to its abit hard to use it if you want to shoot from afar.

This is better than the aimpoint at close range because the forward grip makes it have less recoil (noscope spam is more effective, kinda like the AK-74 but nothing beats that up close!) but I find the sight to be too restrictive to choose it.

Rifle Class (I completely forgot the name)
It has two types of fire, burst-fire and the one bullet, it has a great accuracy and has mid damage

Definitely prefer this one on single shot, not least because the burst fire is horribly bugged (most of the time it only fires one or two shots, or at least appears to).
 
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A more accurate term would be Vertical Handle. Foregrip could be any grip towards the front of the weapon. Anyway. The M4 Aimpoint isn't equpped with a scope, but with an Aimpoint red dot sight. It's much less obstrusive while aiming when compared to iron sights. That said, I'd rather go with the M4 Vertical handle. It gives more stability to the weapon making it nearly as dangerous as the ak74 in close quarters.

As for some of the other weapons, I would say that the AK47 is completely over powered in this game. I can't count the number of times I ran a zipper on someone doing everything "right." By doing everything right I mean that they were crouched, leaning around a corner, with their sights up ready to take out anybody who turns the corner. And sure enough I come plodding along with an AK47 take a 3 round burst at center mass, turn and shoot and grab another kill. It's not that I'm incredibly skilled at INS it's just that the AK47 lacks any kick. Also, the m16 is embarrassingly weak. So long story short, if you're new to the game, I recommend the AK47 as it will slaughter all marines in close quarters because of the power, accuracy and full automatic capabilities.

The RPG, well most of us are guilty of whining about it or over-using it. It's what you'd expect. This kind of weapon goes back to Doom days. Point, click and you get a bunch of kills. The downsides to being the RPG class include being as slow as a turtle and incredibily vulnerable during reloading (unless you're a marksman with the Makarov.) Further more, you're equipped with only 4 rounds of primary ammunition. Also, you're a moving target for the marines, and every now and then, you'll misfire and get 3485734095 team kills. Not to mention the complete abcense of leaning and firing prone. Yet, beyond all of the most insurgency players, still find the RPG to be over powered. Personally I'd like to see the projectile speed reduced (so that if you're far away you can shoot and avoid the grenade) and the splash damage reduced. (I think they need to redefine the "Kill zone" and the and the "wounded zone" as well. It seems as if 90% of the blast radius is "kill zone.")

The SKS is basically the Insurgent's m16 except much more powerful and slightly less accurate. Expect one hit kills. Although it's intent is to be used for mid-long range combat, it can be used as a REALLY accurate shotgun at close quarters. (I know it sounds crazy, but give it 30 minutes on baghdad and you'll see what i mean.) The only reason I don't use it as much as I would like to is because of the terribly annoying magazine which uses bandoliers. This means that you cannot reload the weapon even if only 2 bullets remain in the current bandolier. You'll spend half of your ammo shooting a wall just so that you can reload.

The sniper rifles (yes I'm giving all three of them one heading.) Dragonov and m14 are semi auto, and the m14 is by far the superior rifle. The springfield (bolt action) insurgent sniper rifle, is my favorite, 95% of your hits will be 1 hit kills, no matter where you hit the target. The sniper rifles are (and I always get flammed for this) the most useless weapons in the game. They are good for 2 things, counter sniping and area denial. Both of which can be done with a rifleman (just as, if not more effeciently), and the riflemen excell in more diverse areas of combat.

SAW m249. Ever wanted to carry 5 belts of 200 5.56 bullets? Yeah, that's right 1,000 bullets, and they go by quick. As Swat has always said, and I haven't stopped agreeing with him, If we're playing 16v16, the SAW gunners will get the most kills. They excell in area denial, and defending. The major flaw (if I had to pick one) would be the obnoxious iron sights.

The RPK is the insurgent's version of the support class. It has 45 round clips, but has less bullet spread than the SAW. Also, I've been more effective standing and firing with the RPK (as crazy as it sounds) than with the SAW. This doesn't make it a weapon for you to rambo with, but incase you find yourself alone in a dark alley, you'll atleast have a chance of gunning those m4 wielding marines down. This weapon is much more suited to the insurgent's role of offense, but is also effective at area denial.

Pistols. The m9 (Marine) has 15 bullets per clip and is more accurate and less powerful. The Makarov is just the opposite with (I'm guessing, 8 bullets per clip.) I'm highly anticipating the release of the m1911 for beta 3!

AK74 is the KING of close quarters combat. (Unless you lulasuicide nuke yourself with the RPG =p) Very high rate of fire and a fair amount of accuracy. Expect to shoot a player a few times before he drops though.

The m16m203 my personal favorite. Indirect fire with a handy, highly accurate rifle attached to it! What else could you ask for? You may not be the fastest Marine, but you make up for it with two primary weapons. Although the m203 is a bit tricky to operate for the first 30-60 minutes, it will be time well spent. Now, if you have the added bonus of a team that calls out enemies. It will take all the hard work out of it for you. You just have to find a nice cozy spot to lob your grenades from. If you don't have that luxury, just find the routes that are being taken frequently and set up an ambush. (Aka, camp!) Protip: When you spawn, switch to the m203 and use that as your mid-long range weapon. Then switch to your pistol and use that while running around. That way, if someone jumps infront of you, you don't spend time thinking why your 40mm grenade didn't detonate while waiting to respawn.

The hand grenades. Well both fragmentation grenades are identical in preformance. The smoke grenades are as well. And, as you can guess, they fragmentation grenades go boom and the smoke grenades go puff. Not much to say except for if you right click while holding a fragmentation grenade, you will "cook" the grenade. And no, it will not automatically stop if you're still holding it. You, and everyone around you will be gibbed after holding mouse 2 for 5 seconds.

This leaves the L1A1. 20 round clip, semi automatic, 1 hit kill delux! Although not as accurate as the SKS (which is still less accurate than the m16) you'll enjoy the sheer power of the weapon. Also, the weapon remains accurate enough to effectively shoot from the hip in close quarters.

Protip, try to use your fastest shooting weapon while running around. i.e. Keep your m4 on full auto while running around. This way, if you're suprised with an enemy in close vicinity, you can easily take them out. Typically you'll have more time to react to a target at a distance than a close target. So, if you really need to shoot a target far away, you'll have time to switch to semi auto. Also, it's much easier to shoot a far target with a full auto weapon than a close target with a semi auto weapon.
 
my momma said i can't read no good. too much text and not enough pictures :p it's still taking me a while to learn the 203 again since the range has changed since the update. hope they put an eotec sight on the SAW with the next build. that would be sweet!
 
Well one of the unlocks is supposed to be an aimpoint for the m16. I donno about an eotech for the SAW, but it would be nice. I'd also like to see an m21 sniper rifle for the marines or an m24.
 
Grenadiers should also have an option to choose between the m16/m203 setup or carry a LAW or something similar.
I'd also like to see an m21 sniper rifle for the marines or an m24.
That would be a nice upgrade indeed!
 
Things I'd like would be:

- Aimpoints (or maybe Eotech) for all the M16s. From what I understand basically all Marines have something like that now, iron sights are much less common. This would help make the M16 less terrible, though the aimpoint shouldn't be magnified at all.

- AT-4 for some Marines. As it's a one-shot disposable it would be perfect balance, unlike the don't-get-me-started RPG. It could be considerably more powerful than the RPG but again you only get one shot with it so it's only good for clearing one position. And you shouldn't be able to use it at close range or when running around (forced slow movement when it's out).

The first one is supposed to be coming but frankly I wouldn't bet on it being out this decade :(
 
Thanky you Ice! I'm having a hard time getting online cause of internet >.< And the fact that I have no homework in my new school for now really disturbs me to do my own workings lol...
 
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