Insurgency Loadout Analysis - Coop

Introduction

I'm a big fan of Insurgency's Coop mode. However, all too often, I see even experienced players running around with suboptimal loadouts. Yeah I know, it’s Coop, in most cases you can still do pretty well even if you don’t have an optimal loadout. A slightly better loadout isn't going to turn a noob into a super soldier. But every supply point matters in this game. Maybe you wouldn't have died if you had an extra point for a smoke or frag grenade. Maybe you could have pulled off that epic clutch if you had a better gun. Knowledge of optimal loadouts complements a player's skill. And more importantly, more players using better loadouts means we work together better as a team, and we can beat those damn bots more often.

I primarily made this guide to think about weapons which I don’t use as often, and I discovered that some of them are hidden gems. Conversely, some weapons which I used a lot were actually outclassed by other guns. If you're bored by using the same weapons all the time, then this guide is also for you.

I may have made some mistakes on supply point values, so please correct me if you spot an error.

General Loadout Suggestions

Heavy armor is always useful. You’ll be able to tank more shots and the mobility loss isn’t a big factor in most cases. It’s well worth the two points for 90% damage reduction to the chest and stomach.

AP ammo is highly, highly recommended. Even though most bots don’t wear heavy armor, AP will always help you, increasing damage to the chest and stomach by 3 to 5 times. It should always be the first upgrade you consider.

Note that AP ammo costs 2pts for insurgent weapons (and the L1A1), while it costs 3pts for the other weapons. This gives some insurgent weapons a hidden advantage.

If you’re really short on supply and can’t afford AP ammo, then tracer ammo is better than nothing. It will help you and your teammates track your shots, and there’s no downside against bots.

HP ammo is worse than useless. It will decrease damage to the chest and stomach. Never waste points on it.

Optical attachments should be low-priority upgrades. Most combat occurs at shorter ranges, and even at long range you can use cover to close the distance. The points are usually better spent elsewhere, like on smoke/explosives, a pistol upgrade, or a better weapon. AP ammo, foregrip, heavy barrel, and extended mag attachments should be bought before optical attachments.

YOU SHOULD ALWAYS CARRY INCENDIARY GRENADES IN CONQUER!!! Blowing up caches is incredibly important to success, reducing the amount of bots attacking you. If it is available to your class, you should be able to blow up a cache as soon as you discover one. As a team effort, EVERYONE should be actively looking for and blowing up caches as a top priority. In my opinion, incendiary is more important than AP ammo in Conquer.

The chest rig (1pt) is more efficient than the chest carrier (2pts) for carrying ammo. However, the chest carrier allows you to carry 2 secondary grenades, which is well worth the cost. Note that this only applies to the secondary grenade slot.

In Conquer, I always bring Heavy Armor, Incendiary, and Chest Carrier (7pts), regardless of anything else.

Weapon Stats: The Basics

I know that many of you will not believe what I say about the damage values of various guns. "There's no way that the M4A1 does the same damage as the AKM!"

The damage values I use in my guide are 100% based on the game's code correlated with in-game testing. Insurgency has a quite complicated damage system compared to games like Call of Duty or Battlefield. There are ammo multipliers, armor multipliers, and body multipliers. Ammo type and body armor affect shots to kill significantly. In most cases, I will be talking about how weapons using AP ammo fare against heavy armor. This is because AP ammo is the best and most commonly used ammo type, and because without heavy armor almost everything is a one shot kill (pistols and SMGs excluded). For instance, the M16A4, M4A1, and AKM with AP all kill in one shot to the chest with heavy armor at most ranges. However, the M4A1 and AKM take 2 shots to kill to the stomach, while the M16A4 only takes one.

I could take spend more time explaining all the damages in the game, but this damage calculator does it more effectively: http://letchill.com/calc/

Note that the damage calculator is wrong when it comes to pistol and SMG ammo! The damage to the chest is actually 40% less than shown by the calculator, because of a hidden base ammo multiplier that was not taken into account.

For the best, most accurate (to my knowledge) weapon stats, refer to AndyBroski's Insurgency Damage Chart: https://docs.google.com/spreadsheets/d/13sEDMKAtM3vizSi1bsc81H00Nzy9EinYUxCeENnClkI/edit#gid=0

Pistols

Makarov is the best pistol in almost every situation except at 1 supply.

In Coop, not all bots wear heavy armor, so a M9 (1pt) can go pretty far. However a Makarov AP (2pts) would still be preferred as it can kill light armored enemies in 1 shot (out of an 8 shot mag), while M9 ball takes 3 shots (out of a 15 shot mag).

0 points: Makarov beats Model 10 revolver. Easy.

1 point: M9 is probably best choice.

2-3 points: Makarov with AP is better than M9 with nothing, but that extra point with the M9 can sometimes be more useful elsewhere.

4-5 points: Makarov with AP and Ext Mags beats M9 with AP. Makarov has less recoil, shoots faster, and is shorter and lighter.

6 points+: Makarov with AP and Ext Mags (+2pts) is still probably the best. M45 with AP and Ext Mags has a small advantage when shooting legs, but is not worth the heavy recoil.

SMGs

MP5K AP (5pts) is generally outclassed by the M4A1 AP (5pts) and AKS-74U AP (5pts) because of its low damage. In fact, a MP5K AP does similar damage to a M4A1 without AP. A M4A1 FG HB costs the same as MP5K AP, but is more accurate and has less recoil. The MP5K’s only advantage over the carbines is its high rate of fire, but this may also result in depleting your magazine faster.

The UMP45 is even worse as it doesn’t have the rate of fire advantage, while also having a shorter magazine.

Sterling is worth using with AP and Suppressor (5pts). The closest comparisons are M4A1 Supp at 5pts, AK-74 Supp at 6pts, and AKS-74U Supp at 7pts, but the Sterling has less recoil than all of them, and 4 extra bullets in the magazine. Damage is still low however, and it may be better to go with an unsuppressed carbine instead.

Assault Rifles And Carbines

M16A4 AP (4pts) is a great all-around weapon and excels at middle range. It is inexpensive and able to kill in one shot in most circumstances. It has relatively little horizontal recoil, so a Heavy Barrel (1pt, 0.9*vrecoil) is more efficient than a Foregrip (2-3pts, 0.85*vrecoil, 0.7*hrecoil). The burst delay (0.22 sec) limits its effectiveness at close range, but as long as you can land the burst it is very deadly. With a good trigger finger, the M16A4 can also dominate CQB in semi-auto.

M16A4 tracer (1pt) can be used if you are really short on supply. It can kill light armor in 1 shot at short to medium ranges, and heavy armor in 4 shots. I recommend using it on semi-auto, as it will require 2 bursts with a long delay in between to kill heavy armor.

AK-74 AP (4pts) is a great choice for short range and general purpose. Compared to the M4A1, it deals less damage and has a slower rate of fire, but is cheaper and has better recoil. It also reloads faster and is a little more accurate (0.2 vs 0.22). The damage only comes into play when shooting heavy armor, which isn’t as prevalent in Coop. Compared to the M16A4, the AK-74’s full auto ability makes it easier to use in close quarters, but the M16A4 is better against heavy armor.

AK-74 tracer (2pts) is usable if you are really short on supply, but also consider the L1A1.

M4A1 AP (5pts) is generally outclassed by the AK-74 and AKS-74U if they are available. It does slightly more damage, but comes at the cost of much worse recoil. If you have enough supply to put a heavy barrel and foregrip on it, the extra damage might be worth it. However, on some classes, it’s the only automatic weapon worth using.

AKS-74U AP (5pts) is better overall than the M4A1 AP. For the same cost, it trades a little bit of damage and rate of fire for much better recoil. It reloads faster, but is a little less accurate (0.25 vs 0.22). The damage only comes into play when shooting heavy armor, which isn’t as prevalent in Coop.

AKM AP (5pts) is a decent option. The AKM’s cost advantage is lost in Coop, but it still has merits. The M4A1 does similar damage with a considerably faster rate of fire, but is somewhat harder to control. The AK-74 is cheaper and shoots slightly faster but does a little bit less damage. The M16A4 deals more damage and is more accurate. Still, the AKM with a foregrip is very easy to control and it's a good all-around weapon.

AC-556 AP (5pts) is a decent weapon, but the magazine tends to be too small for Checkpoint and Conquer. The M16A4 is usually a better choice. If you must have full auto and you’re on a small map (and the AK-74 isn’t available), then the AC-556 would be preferred over something like a FAL or M14 EBR.

Galil SAR AP (6pts) is outclassed by the AK-74, M4A1, and AKS-74U. It costs more and has more recoil. However, at very high supply, the drum mag attachment makes it useful on the Specialist and Support classes. If supply points aren’t an issue, the Galil SAR with AP, Drum, HB, and FG or Bipod does beat the RPK.

Mk18 AP (6pts) is useless as it is nearly identical to M4A1 but costs an additional point.

M1 Carbine AP (3pts) is surprisingly effective. It can kill in 1 hit to the chest and stomach out to a very long range. It is cheap and has very low recoil. The only downside is that it cannot attach a bipod, preventing it from being an ideal marksman weapon. If you don’t plan on using a bipod on your L1A1, the M1 Carbine is a much better choice.

SKS AP (4pts) is completely outclassed by the M16A4 and L1A1. The M16A4 is cheaper, deals more damage, has a larger magazine, and has burst fire. The L1A1 is the same price and deals much more damage.

Battle Rifles

With AP, Battle Rifles only have a significant damage advantage at long ranges, over 200ft (60m). Below this range, the M16A4 AP and AC-556 AP do the same damage most of the time with significantly less recoil and cost. Engagements of this distance only occur regularly on certain maps like Buhriz, Sinjar, and Peak. Even on these maps, short range engagements are common so consider whether the long range advantage is worth the recoil and cost.

FAL AP (5pts) is a good all around battle rifle. It’s powerful, very accurate (0.16), has high but manageable recoil, and has a wide variety of attachments. At high supply, a FAL with AP, ext. mags, and foregrip is probably the best weapon in the game for 9 pts.

L1A1 AP (4pts) is a great long range option. It is more accurate (0.16) than the M16A4 (0.18) and AP ammo costs just 2 pts instead of 3. However, if the FAL is available, it’s usually worth spending an extra point on that for full auto capability.

L1A1 tracer (2pts) and FAL tracer (3pts) are good choices if you are really short on supply. You’ll be able to kill lightly armored enemies reliably in 1 shot at all ranges, and heavily armored enemies will take 3 shots.

M40A1 AP (4pts) is completely outclassed by the L1A1 and Mosin. The M40A1 is very accurate at 0.08, but it’s not worth the slow rate of fire, tiny magazine, and slow reload (full reload takes 6 seconds). The L1A1 is the same price and is far more effective. The Mosin AP is basically identical to the M40A1 AP for 1 point less.

Mosin AP (3pts) is usable if your accuracy is really good, but it’s probably better to use a L1A1 AP with a lower powered optic. If 3pts is all you have on the sniper class, then the FAL tracer is probably a better choice.

M14 EBR AP (6pts) is outclassed by the FAL. The FAL is cheaper, has more controllable recoil, and is more versatile since it has more attachments. The M14 EBR is also less accurate (0.19) than the FAL (0.16). When the FAL is not available, the M14 EBR is outclassed by the L1A1 at long range and by the M16A4/AC-556 at shorter ranges.

LMGs

M249 AP (7pts) is hard to control, but is amazing at short range or with a bipod. The M249’s huge magazine and excellent damage model makes it a close range powerhouse and a great defensive weapon for fending off long chains of bots. Its downside is the unwieldy recoil, but using the M249 with its bipod turns it into a death machine.

RPK AP (6pts) is useful in a mobile role. The RPK has lower recoil and a faster reload, making it better than the M249 if you don’t deploy the bipod often. The M249 AP does a little more damage to the stomach against heavy armor, but this isn’t a huge loss. Of course the M249 is also superior at close range spraying. Note that the M4A1 AP (5pts) does similar damage with lower recoil, but has a smaller mag and lacks a bipod. FAL AP, EM, Bipod (7 pts) is better at long range, but has more recoil and a smaller mag.

Shotguns

They are utterly useless. For 1 point, the M16A4 tracer is a much better choice. The M16A4 can kill lightly armored enemies just as effectively and kills heavily armored enemies faster, while also having much more ammo and a faster reload.

Weapons Summary

Top tier weapons: M16A4, AK-74, AKS-74U, M249

Good long range (200ft/60m+) weapons: M1 Carbine, L1A1, FAL

Sometimes useful weapons: M4A1, AC-556, RPK, AKM

Rarely useful weapons: Galil SAR, Sterling, MP5K, Mosin

Completely outclassed weapons: UMP45, Mk18, SKS, M40A1, M590, TOZ

Best weapons for high supply: FAL AP EM FG (9), Galil AP Drum FG HB (12)

Best weapons for low (<4) supply: M16A4 tracer (1), L1A1 tracer (2), AK-74 tracer (2), M4A1 tracer (2), M1 Carbine AP (2/3), FAL tracer (3)

Best suppressed weapons: Sterling AP Supp (5), M16A4 AP Supp (7/8), L1A1 AP Supp (7/8), AK-74 AP Supp (8)

Best Weapons For Each Class

Recon

General purpose - AKS-74U AP (5pts)

Suppressed - Sterling AP Supp (5pts)Specialist

General purpose/short range - M4A1 AP (5pts)

Long range - M1 Carbine AP (3pts)

High supply - Galil SAR AP, Drum, FG, HB (12pts)

Suppressed - Sterling AP Supp (5pts)Rifleman

General purpose - M16A4 AP (4pts)

Long range - M1 Carbine AP EM (4pts) or L1A1 AP Bipod (6pts) or FAL AP FG (7pts)

Short range/full auto - AK-74 AP (4pts)

High supply - FAL AP, EM, FG (9pts)

Suppressed - M16A4 AP Supp (8pts) or AK-74 AP Supp (8pts)Breacher

General purpose/long range - M16A4 AP (4pts)

Short range - M4A1 AP (5pts)

Suppressed - M16A4 AP Supp (8pts)Designated Marksman

General purpose/short range - M16A4 AP (4pts)

Long range - L1A1 AP (4pts)

Full auto - AC-556 AP (5pts)

Suppressed - M16A4 AP Supp (7pts) or L1A1 AP Supp (7pts)Support

Often use bipod/short range - M249 AP (7pts)

Mobile, use bipod less often - RPK AP (6pts)

High supply, don’t use bipod - Galil SAR AP, Drum, FG, HB (11pts)

Short range, low supply - M4A1 AP (5pts)

Long range, low supply - FAL AP (5pts)Sniper

General purpose - FAL AP (5pts) or L1A1 AP (4pts)

High supply - FAL AP, EM, FG (9pts)

Suppressed - L1A1 AP Supp (7pts)Demolitions

General purpose - M16A4 AP (4pts)

Short range/full auto - AK-74 AP (4pts)

Suppressed - Sterling AP Supp (5pts)

Recommended Workshop Mods

Want to use some weapons I recommended in this guide, but can't stand the look of them? Try out these workshop mods:

Makarovhttp://steamcommunity.com/sharedfiles/filedetails/?id=559078894

http://steamcommunity.com/sharedfiles/filedetails/?id=575780414

M16https://steamcommunity.com/sharedfiles/filedetails/?id=551233421

https://steamcommunity.com/sharedfiles/filedetails/?id=551235578

https://steamcommunity.com/sharedfiles/filedetails/?id=551236984

https://steamcommunity.com/sharedfiles/filedetails/?id=551237561

AK-74http://steamcommunity.com/sharedfiles/filedetails/?id=496645590

http://steamcommunity.com/sharedfiles/filedetails/?id=584000958

AKS-74Uhttp://steamcommunity.com/sharedfiles/filedetails/?id=474234135

http://steamcommunity.com/sharedfiles/filedetails/?id=373269821

FALhttp://steamcommunity.com/sharedfiles/filedetails/?id=501406858

L1A1http://steamcommunity.com/sharedfiles/filedetails/?id=556358396

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=558425412					

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