Primary Weapon will be set to the MX (Khaki) with an ACO scope and an IR laser.
Standard issue rifle for all NATO forces in Tanoa. I would've given them the SPAR but it uses 5.56 so they won't be able to resupply from dead NATO soldiers.
Secondary weapon will be set to the 4-five .45 ACP.
It's the vanilla equivalent of the USSOCOM's FN FNX
Uniforms will be set to the Recon Fatigues (Tropic).
Vests will be set to the Carrier Rig (Tropic).
This vest is relatively balanced when compared to the weaker Carrier Rig (Light) and the Special Carrier Rig. Not too strong & heavy, and not too weak & light.
Each vest will have 2 smoke nades, 1-2 fragmentation nades, 4-5 mags, and a pistol mag.
Helmets will be set to the Combat Helmet (Tropic).
This helmet is relatively balanced when compared to the weaker Light Combat Helmet and the Enhanced Combat Helmet. Not too strong & heavy, and not too weak & light.
Team Leader gets a GPS and a rangefinder.
The reason why the team leader gets a rangefinder is that it incentivizes teamwork between the team leader and marksman, or team leader and AT.
NVGs will be set to the tropical vanilla NVGs.
SPECIAL FOR AT AND AAT
AT gets a MAAWS Mk4 Mod 0 (Green) with a MAAWS HEAT 55mm rocket loaded and another rocket in a backpack.
This is the only unguided/dumb NATO rocket launcher. Given the loadout the Mod 0 because that doesn't have the built-in laser range finder.
AAT gets two MAAWS HEAT 75mm rockets in their backpacks.
Basically an ammo bearer that carries stronger rockets. If vanilla had disposable AT sticks, he would've had one.
SPECIAL FOR MACHINEGUNNER
MG gets a SPAR-16S (Khaki) with a holosight and an IR laser pointer
It's the only NATO machinegun that doesn't require the Marksman DLC.
MG vest gets one 150 round double drum mag (aka the testicle mag)
The already relatively heavy machinegunner will only get 300 rounds of ammunition.
SPECIAL FOR MARKSMAN
Marksman gets the SPAR-17 (Khaki) with a MOS scope
That's the only NATO ApexDLC DMR
Marksman vest has 4 20rnd magazines.
All marksmen loadouts will get exactly 100 rounds of ammunition. If you can't hit a target with 100 rounds, a high powered scope, and a marksman rifle, you should give the role to someone else that can
Primary Weapon will be set to the MX (Khaki) with an ACO scope and an IR laser.
Standard issue rifle for all NATO forces in Tanoa. I would've given them the SPAR but it uses 5.56 so they won't be able to resupply from dead NATO soldiers.
Secondary weapon will be set to the 4-five .45 ACP.
It's the vanilla equivalent of the USSOCOM's FN FNX
Uniforms will be set to the Recon Fatigues (Tropic).
Vests will be set to the Carrier Rig (Tropic).
This vest is relatively balanced when compared to the weaker Carrier Rig (Light) and the Special Carrier Rig. Not too strong & heavy, and not too weak & light.
Each vest will have 2 smoke nades, 1-2 fragmentation nades, 4-5 mags, and a pistol mag.
Helmets will be set to the Combat Helmet (Tropic).
This helmet is relatively balanced when compared to the weaker Light Combat Helmet and the Enhanced Combat Helmet. Not too strong & heavy, and not too weak & light.
Team Leader gets a GPS and a rangefinder.
The reason why the team leader gets a rangefinder is that it incentivizes teamwork between the team leader and marksman, or team leader and AT.
NVGs will be set to the tropical vanilla NVGs.
SPECIAL FOR AT AND AAT
AT gets a MAAWS Mk4 Mod 0 (Green) with a MAAWS HEAT 55mm rocket loaded and another rocket in a backpack.
This is the only unguided/dumb NATO rocket launcher. Given the loadout the Mod 0 because that doesn't have the built-in laser range finder.
AAT gets two MAAWS HEAT 75mm rockets in their backpacks.
Basically an ammo bearer that carries stronger rockets. If vanilla had disposable AT sticks, he would've had one.
SPECIAL FOR MACHINEGUNNER
MG gets a SPAR-16S (Khaki) with a holosight and an IR laser pointer
It's the only NATO machinegun that doesn't require the Marksman DLC.
MG vest gets one 150 round double drum mag (aka the testicle mag)
The already relatively heavy machinegunner will only get 300 rounds of ammunition.
SPECIAL FOR MARKSMAN
Marksman gets the SPAR-17 (Khaki) with a MOS scope
That's the only NATO ApexDLC DMR
Marksman vest has 4 20rnd magazines.
All marksmen loadouts will get exactly 100 rounds of ammunition. If you can't hit a target with 100 rounds, a high powered scope, and a marksman rifle, you should give the role to someone else that can