Kit Meta

## Intro

Competitive Insurgency uses a custom theater originally created by the Digital Gaming League with minor community chosen edits over the years. Every class has the same options for explosives (team-based) and access to at least one meta weapon. There are no grenade launchers (besides smoke), rocket launchers, or C4/IEDs.

This page is intended as a quick guide to learn about the meta kit selections for competitive play. For a more detailed guide to all the kit options available, see Kit Details. To learn more about the other changes implemented in this theater, see DGL Theater.

## Weight

The combined weight of your selected weaponry, grenades, armor, and chest rig/carrier, in it's entirety referred to as a "kit" or a "loadout," determines how fast you can move. Moving faster allows you to get to contact points in your lane faster. This allows for unique tactics, such as cross-picking, throwing a grenade or "pre-nading," avoiding getting cross-picked yourself, etc. As a general rule of thumb, light-weight kits are preferred to heavier kits for flankers. Support players do not typically care as much about weight, but it is important to remember that weight also affects the amount of time it takes to rotate from one location to another.

## Weapons & Attachments

### Security Forces

For Security Forces, the competitive meta consists primarily of the **M16A4** and the **M4A1**, with occasional **MP5K** use. Burst fire should never be used on the M16, as you can shoot faster and more accurately in semi-auto. Both the M16 and the M4 have good penetration power with AP ammo, and the M4 is almost as light weight as the primary Security flanker weapons, resulting in most flankers opting to take the M4 over the MP5 or UMP due to it's far superior penetration power for wall-banging.

### Insurgent Forces

For Insurgent Forces, the competitive meta consists primarily of the **AKM** and the **AKS-74u**. The AKM with AP ammo has good penetration power for wall-bangs, while the AKS-74u offers a high rate of fire at a light weight, making it the go-to choice for flankers. Occasionally Insurgent flankers might opt to use the Sterling under specific circumstances. While the Sterling doesn't have very good rate of fire or penetration power, it is the lightest primary weapon in the game, which allows for a well-spawned Insurgent flanker to do a more effective rush. Non-flankers who want a lighter weight might opt to take the **M1 Carbine**. This weapon is the same light weight as the AKS-74u, although it has reduced magazine size (20) and is semi-auto. The M1 Carbine can have its magazine size increased to 30 rounds with the use of the "Extended Magazine" attachment, at the cost of two supply points. This attachment does not affect weight.

### Snipers

Having a sniper on the team is not necessary, but there are some maps that can be well suited for it. Snipers should avoid using AP Ammo, as it has a tendency to over-penetrate an unarmored enemy, leaving opponents alive when a shot with regular ammo would have killed them. If the sniper plans to shoot through a wall at a target or is engaging armored targets, AP Ammo is still a viable option, as long as the sniper understands that a shot to an enemy's center-mass may not result in a kill.

### Pistols

There are only two circumstances where a pistol is worth using: as a sidearm for close-quarters combat when using a sniper rifle as a primary, or taking a pistol **instead** of a primary weapon for the purpose of rushing a lane with an ultra light kit. Pistol Rushing should be used sparingly; while it's a useful strategy for catching your opponents off-guard every now and then, a good team will make adjustments to counter repeated pistol rushes. A pistol should never be used alongside a normal primary weapon due to the increased weight and negligible benefits. It is statistically unlikely that a firefight will get to the point where players need to draw side arms due to the extremely fast TTK (Time to Kill).

The meta pistol choice for either side is the **Makarov** due to it's light weight, low recoil, high rate of fire, and 15 round extended magazine.

### Ammo Types

For all weapons, *besides sniper rifles*, you should use either AP or HP ammo. AP ammo is heavily favored in the competitive community as it offers superior penetration power for wall-banging and is extremely effective at dealing damage to the center mass of enemies regardless of their armor choice. HP ammo sacrifices penetration power for increased damage to unarmored hit-boxes such as limbs, and is only used for niche situations or play styles.

### Attachments

Besides ammo type, the meta attachments are iron sights (except for sniping) and sometimes foregrips. Iron sights are preferred over optics because they offer a better overall field of view. Foregrips offer better recoil control and reduced weapon sway, their only negative aspect is that they cost two supply points. Some players opt to skip the foregrip in favor of using the points elsewhere in their kit. On occasion, the 4x optics may be employed on meta guns on maps such as Heights and Ministry for long-range shooting, although this is still typically seen as inadvisable by a vast majority of the competitive community due to the extremely restrictive nature of long-range optics on maps that can require close-quarters fighting. For more information on the rest of the attachment options and their usefulness (or lack thereof), see Kit Details.

## Grenades

Most meta kits will have space for at least one grenade. Frag grenades are great for their lethality, while flashbangs and smokes offer more tactical advantages that are usually part of a larger team strategy. The Molotov can sometimes be an effective way to deny access to a specific area, but it should be noted that players can move quickly through the flames without taking a lethal amount of damage. The Molotov can, however, kill a full health player with a direct hit. Security's AN-M14 incendiary grenade is much less useful than the Molotov because it does not explode on impact, making it less lethal and harder to place exactly where you want. All grenades add some weight to your kit, so it can sometimes be useful to not equip any for certain rush strategies.

## Armor & Vests

In competitive play, armor's main use is to give added protection from wall-bangs at the cost of increased kit weight. Light Armor does not offer enough protection to justify the weight increase and should never be used. Heavy armor should only be used if you know the enemy is likely to try wall-banging you in the position you are playing. Common uses for Heavy Armor include Apartments on District and B House on Station.

The Chest Rig has no weight or supply point cost and opens the second explosives slot offering utility grenades only. The Chest Carrier is not typically used as it costs two supply points, and the extra magazines and flashbang slot it offers are rarely useful in the competitive game mode.

## Note

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