Support

**Support** is a human class in Dinogen Online. It is a team-oriented class, and is well-suited for mid-range combat.

Support has exclusive access to **Machine Guns** for their Primary, along with the Tactical **Taser** and **Riot Shield** for their Secondary. Their Equipment items include the Ammo Box, Trophy System, and Health Box, among others.

## Loadout Overview

The support by default brings an LMG to bear, which is best utilized for covering fire. This class of weapons boasts a large clip size with acceptable damage, depending on the specific LMG, and generally good pierce. This makes them effective at slowing down movement of both single targets and groups, which can then allow his allies to pick them off. The LMG itself is no slouch, however, and can be pushed into an assault-rifle style role, albeit with a slight accuracy penalty.

In the secondary slot, Supports have a machine pistol by default, which acts as an excellent fall-back weapon or simply one to carry around while repositioning due to its high movement speed. However, Supports also have access to two tacticals, both specialized for different roles. The Taser deals no damage but effectively stuns any unit it hits, which allows for a much safer take down of dangerous targets like large dinos and juggernauts. The Riot Shield tanks hits that come from the front, making the user a great pointman when entering zones under heavy bullet fire. Note that it does not provide protection against explosives and melee enemies will still get you if they get to your sides!

The support brings additional equipment to the field that support both him and his allies. He can carry an ammo box to resupply himself and his allies (and hoarding the whole box for yourself will leave you with hundreds of rounds of LMG ammo), or instead carry around a medkit to provide AoE healing, or a trophy system, which can deny the enemy from using guided munitions against you and your team.

## Loadout Examples

### Role: Fire Support / Area Denial

This combat role focuses on locking areas down with a hail of bullets. As such, you will need an LMG with a high capacity, ideally fast reload speed to reduce down time, and copious amounts of ammo. It performs best against numerous, relatively weak enemies.

##### Anti-Personnel:

* Primary: MG42 with appropriate optic for the combat range, Mag assist, Muzzle break, and FMJ or extended ammo. The MG42 boasts a high RoF and decent damage and penetration, which will lock down most targets when they get hit.
* Secondary: Any good machine pistol with high RoF, with attachments for damage and reload speed. This is intended for use for enemies that try to close the gap while you are reloading your primary.
* Melee: Whatever works best for you; the bowie knife and sledgehammer are two excellent options
* Equipment: Ammo box. Take this, you will need it as you will be burning through ammo fast. Also provides you with plenty of grenades, which is always helpful when defending a checkpoint.
* Grenade: Napalm grenades are best for area denial, as tiptoeing through flames while being suppressed with an LMG is a recipe for disaster. However, many other grenades are useful. As you are likely to have a large supply due to your ammo box, the standard M67 grenade provides excellent cover for when you are reloading. Just remember to throw before you start to reload, or you'll have to start again.

##### Anti-Dino:

* Primary: The Pecheneg is your bread and butter here. Get a good optic for the map you're on and grab the same attachments as the anti-personnel variant. The high pierce makes this much more effective against dinosaurs (and other hard targets too, such as vehicles and juggernauts!).
* Secondary: Your trusty sidearm is the Deagle, the bane of dinos everywhere. Just make sure you can hit with it, as you'll likely be using it in close quarters and it kicks like a mule. If that's too difficult to obtain, a serviceable (though much inferior) replacement would be a machine pistol with piercing ammo.
* Melee: Bigger is usually better here, as dinos have a deceptive amount of health. Go big or go home. You ideally don't want to be using this, though.
* Equipment: Again, grab that ammo box. You'll being going though hundreds of rounds of ammunition in a single life if you play your cards right.
* Grenade: Incendiary grenades are still great, but you might want to switch to the molotov for more damage. It's not as good as covering the ground in flames, though.

### Role: Field Doctor / Support / Mechanic

This combat role focuses on you supporting your team, keeping them healed and safe from enemy threats. It's perhaps less glamorous than other roles, and performs poorly on its own, but is nevertheless a crucial part of any team. Your priorities here are high movement speed, weapons that likely work best in close quarters (your friends in the back line don't normally need your help), and anything that hinders the enemy or keeps you alive longer.

##### Anti-Personnel:

* Primary: Use the AUG HBAR or Ultimax MK5. If you're feeling a little adventurous, any carbine with 100% move speed is an excellent choice for this role, as it provides both good firepower and good movement speed. Attachments are left to you, but damage is key and recoil is not, as you'll be getting close up. Iron sights are perfectly adequate for this, don't get gear shamed.
* Secondary: Machine pistols are your friend, as this is where they shine. My personal recommendation is a G18 spec'ed for damage and reload speed, though you may want something like a 1911MP if your friends tend to get caught in clusterfucks. Grab Hollow Points for this to lock down enemies.
* Melee: Take the bowie knife. You'll be in melee range, so this is a good general option, as the swing speed makes a difference here.
* Equipment: The Health Box or Repair tool are what you're going to be known for. Note that you'll be placing down your Health Box, so find a good position for it near the front lines that doesn't force your team to pull too far back for it. If you're going mechanic, keep in mind you'll be chasing after friendly vehicles on foot; you can't use it while riding a vehicle.
* Grenade: Take your pick between smokes, stuns, and flashes. As a general support, I recommend the latter two, as they take enemies out of commission long enough for your team to breathe (and get back to your Health Box).

##### Anti-Dino:

* Primary: Take the RPK. It provides the sweet damage bonus you need to drop dinos fast while not slowing you down too much. You may on occasion need to switch to your knife and run, however.
* Secondary: Machine pistols perform poorly against groups of dinos. If you've got it, grab the 1911MP, else go for the venerable Deagle.
* Melee: Big dino needs big stick to kill. Take biggest stick you can find.
* Equipment: Health Boxes are far less useful here as not much survives a direct hit from a dino's jaws. They are however, very important against the ranged dinos, so don't discount this immediately. Dinos like to gnaw on vehicles though, so that repair tool of your will be put to good use. Don't get chomped while fixing the hummer!
* Grenade: Go for stun grenades and save them for the big ones or for groups of ranged dinos to put them out of commission for a bit. Keep in mind any traditional HE grenade is often just as useful.

### Role: Specialist

You thought hunters were the anti-dino specialists? You thought wrong! This combat role has you focusing on the toughest nuts to crack, which includes the mighty dinos, but also other hard targets, like enemy vehicles. You'll be making some sacrifices to your overall firepower to put high-priority targets through the wringer. There's only one main build here, as dinos and hard targets both hate the same things.

##### Anti-Dino / Anti-Materiel

* Primary: Either the Pecheneg, for general heavy firepower, or the RPK, if you need to stay a bit lighter on your feet. Add appropriate attachments, you should have a clue by now. Both of these will deal double damage to enemy dinos and armour, and you'll need every last drop of damage you can squeeze out.
* Secondary: Taser. Yes, it deals no damage, but it stuns the big ones. Every second a T-Rex is not chasing after your ass is another second you can be filling it with lead. Stun it, run behind it, and light it up.
* Melee: You're doing something wrong if you're using this a lot. You don't want to get any closer than taser range. Still, a sledgehammer never hurt anyone but your enemies.
* Equipment: DON'T take a dino vest. Yes, you're getting close to the scary ones, but they'll still chew through that like paper if they reach you. Go for an ammo box instead and grab a fistful of grenades.
* Grenade: If it don't smell like napalm, it ain't dead. Go for the molotov if you've got it. You may find that an ET-M3 grenade is easier to use against juggies, if they've got your back against a wall.