Kit Details

## Intro

This page offers detailed information about the different kit options available to each class in the current competitive theater. Each team has two flanker classes, two assault classes, and one sharpshooter class. The options available to these classes are far different than what's available to the same classes in public theaters.

For a guide on the meta selections only, see Kit Meta. For other information about the competitive theater, see DGL Theater.

## Security Primary Weapons

### All Classes

**M16A4** — A Semi-Auto/Burst-Fire 5.56mm AR-15 platform rifle that serves as the defacto assault rifle for support players. Cheap and easy to use, the M16 offers low recoil on Semi-Auto mode and excellent penetration power with good damage. The weapon's stability makes it a favorite for players looking to put precision fire down range at long distances, especially when paired with the foregrip attachment. Costing only 1 point for the rifle itself, a fully kitted M16 (w/ Foregrip, AP Ammo) leaves 2 points that can be used for utility grenades or a frag grenade. The potential versatility of the kit makes the M16 loadout a favorite of teams that plan to implement complex strategies involving utility. The M16 also sports a standard 30 round magazine, making it perfectly capable of engaging in longer firefights, or for engaging multiple enemies back-to-back, a massive boon for support players expected to fight multiple positions in quick succession.

The M16 suffers from two major drawbacks — its weight and its length. Although by no means the heaviest weapon available, it is rather hefty compared to its lighter M4A1 cousin. This results in the weapon being largely unused by players who intend to aggressively push lanes. The barrel length of the weapon is substantially longer than the M4 as well, making it easy to get "gun-blocked" by the map.

#### Maximizing the M16's potential

Although easy to use effectively, mastering the M16 is an exercise in practice and patience. Experts with the weapon tend to play more passive lanes, and have excellent first shot accuracy. Further, the M16 sports a very high rate of fire cap on Semi-Auto mode. This capability has resulted in the development of a few techniques with the intent of turning the Semi-Auto M16 into a (functionally) fully automatic assault rifle. The most prevalent of these techniques involves "double-tapping" or "butterfly clicking." Taking its name from the butterfly trigger technique used in competitive paintball, the butterfly technique involves using both the index and middle finger on the *Mouse 1* button, while aiming with the ring finger. A demonstration video recorded by the leading expert in the employment of the double-tap technique is embedded below:

Alternatively, more traditional speed clicking techniques such as "jitter clicking" have been employed in the past, to varying degrees of success. Other individuals have spent years developing the ability to click quickly with one finger without using the forearm-tension method necessary for "jitter clicking" in order to balance firing speed with controllability. It is important to note that the competitive Insurgency community does not permit the use of macros, so no software-based clicking techniques are allowed.

**M4A1** — A Semi/Fully-Auto 5.56 mm AR-15 platform carbine that serves as the most commonly used weapon for Security forces in competitive Insurgency. The carbine is essentially a multi-role weapon, functioning excellently as both a flanker primary and as a support primary. Compared to its larger cousin, the M4 is extremely lightweight, with a high automatic fire rate and excellent penetration power and damage for its size. When paired with a foregrip, the M4 features similar stability to that of the M16, and has nearly identical long-range performance, albeit with slightly less controllability due to recoil. The M4 utilizes the same 30 round magazine as the M16. It is worth noting that the M4 itself costs 2 points, so a fully kitted M4 (w/ Foregrip, AP Ammo) will not allow for the employment of a Frag Grenade. While slightly hampering a team's overall utility capability, most players believe that the M4 more than makes up for that disadvantage with its ability to beat Insurgent forces to lane contact points. Compared to the other meta flanker weapon for Security, the MP5k, the M4 is substantially more capable when engaging armored opponents or when wall-banging, offers better long range performance, and sports better iron sights, all while being only a fraction heavier and a hair longer than MP5k. All of these factors give the M4 carbine a substantial competitive edge to Security forces, and make it an overall favorite weapon for many competitive players.

### Flanker Class

**M590** — Pump-Action shotgun that, by default, fires 12-gauge buckshot. The weapon is free to use for flankers, and features an optional 12-gauge slug attachment for 1 point that turns the pump-action into a formidable weapon. The weapon holds 9 rounds internally. Although quite heavy, weighing the same as the M16A4, the weapon provides high damage and low penetration power. It is largely considered a "troll" weapon, although it is actually quite competitively viable, especially when employed in Close-Quarters Combat. It is worth noting that the M590, and its Insurgent counterpart, the TOZ, suffer from a similar issue to that of the snipers, in which rounds can occasionally "over-penetrate," resulting in a "tag" as opposed to a kill.

**UMP-45** — Semi/Burst/Full-Auto Submachine Gun that fires .45 ACP, providing high damage with relatively low penetration power. The UMP-45 suffers from an exceptionally low fire rate, and shares the weight of the MP5k, making it only marginally lighter than the much preferred M4. The UMP costs 1 point, and, like the MP5k, has a built-in Foregrip. This gives the UMP impressive utility capability, although the weapon's mechanics create a nearly unsurmountable disadvantage. Although the UMP has been used by specific individuals throughout competitive Insurgency's history, it is largely seen as an inferior weapon to both the MP5k and the M4. In the modern era of Insurgency, the UMP remains a niche weapon.

**MP5K** — Semi/Full-Auto Submachine Gun that fires the 9×19mm Parabellum round at an extremely high fire rate. As with other 9mm firearms, the MP5K suffers from a lack of penetration power and damage, but compensates for these drawbacks with its light weight and short barrel length. Costing 2 points, the weapon is a favorite amongst aggressive flanker-style players, and serves as the meta competitive Insurgency Security Submachine Gun. As does the UMP-45, MP5K features a built-in foregrip, giving the weapon good utility capability. Although having fallen out of favor in the modern competitive scene due to the better penetration and damage of the M4A1, the MP5K still sees occasional use, especially when grenades are needed for a team strategy. The MP5K's major drawback is the bulky iron sight, causing many players to opt for a 1× optic when utilizing the weapon. It is highly recommended that new players avoid using this weapon until they have had time to practice controlling the fairly high recoil in public servers.

### Assault & Sharpshooter Classes

**L1A1 SLR** — Semi-Auto Battle Rifle that fires the powerful .308 round. At a cost of 2 points, it has similar loadout capabilities as the M4A1. The main benefit of this weapon, as well as the other .308 Battle Rifles (FAL and M14 EBR), is its very high penetration power when using AP Ammo, at the cost of extreme weight. There are very few specific places/situations where the additional penetration power of these weapons is more useful than that of the M16/M4/AKM. The L1A1 features a 20 round magazine, expandable to 30 rounds with the Extended Magazine attachment for the cost of 2 extra points. Due to its heavy weight and negligible benefits, this weapon should be avoided by newer players, unless the team plans on using a specific strategy that involves the employment of Battle Rifle type weapons.

### Assault Class

**Galil SAR** — Semi/Full-Auto rifle that fires the 5.56mm round. At a slower fire rate than the M4, while being substantially heavier and providing slightly better damage and penetration, the weapon does not see much competitive use. It does have a slight advantage in magazine size, holding 35 compared to the meta rifles' 30 rounds. The aforementioned weight of the Galil SAR reduces its effectiveness in competitive play, and the high recoil makes the weapon impractical for long-range engagements.

**AC-556** — Semi/Burst/Full-Auto rifle that fires the 5.56mm round. It features the same weight as the M16A4. Although used occasionally in competitive play, its largest drawback is the substantially smaller magazine compared to that of the M4 and the M16, going from 30 rounds in the two meta rifles to 20 rounds in the AC-556. The main advantage of the weapon is the fast automatic fire rate, but experienced M16 users can equal or exceed that capability with the aforementioned speed-clicking techniques, resulting in the competitive irrelevancy of the AC-556.

**MK18** — Effectively a reskin of the M4A1 except the MK18 is 2 units shorter and therefore less likely to be "gun-blocked." Some competitive players find the iron sights of the MK18 to be worse than that of the M4, rendering it largely unused in competitive play.

### Sharpshooter Class

**M40A1** — Bolt Action Sniper Rifle that fires the powerful .308 round. Although used relatively rarely, the M40A1 and its Insurgent counterpart, the Mosin, occasionally find effective use in competitive Insurgency. At a cost of 1 point, with 2 points for the MK4 8.7× optic, as well as 2 to 4 points for a sidearm, the weapon system can get quite expensive to use and substantially limits utility capabilities. The rifle is also extremely heavy on its own, let alone paired with a handgun. Despite this, M40A1 provides high damage and penetration power, making it an excellent choice for cross-picking at the start of the round and then holding passive angles. It is worth noting that AP Ammo, despite its cheaper price, causes the bolt-action rifles to occasionally "over-penetrate," leading to instances where an enemy can be "tagged" by the weapon without resulting in a kill. It is recommended that AP Ammo only be used if the user intends to penetrate through walls with the weapon. So long as the user is aware that the rifle is not always a one-shot kill to center mass, the weapon can be quite effective when used by a proficient aimer.

**M14 EBR** — Semi/Full-Auto Battle Rifle that fires the powerful .308 round. At a cost of 2 points, it has similar loadout capabilities as the M4A1. The main benefit of this weapon, as well as the other .308 Battle Rifles (FAL and L1A1), is its very high penetration power when using AP Ammo, at the cost of extreme weight. There are very few specific places/situations where the additional penetration power of these weapons is more useful than that of the M16/M4/AKM. The EBR features a 20 round magazine that is not expandable. Due to its heavy weight and negligible benefits, this weapon should be avoided by newer players, unless the team plans on using a specific strategy that involves the employment of Battle Rifle type weapons.

## Insurgent Primary Weapons

### All Classes

**AKM** — Semi/Full-Auto 7.62×39mm Assault Rifle that serves as the primary meta weapon for Insurgents. The AKM is the premier support weapon featuring convenient iron sights and high penetration power and damage. The weapon is also extremely controllable relative to other Insurgent support options, and, when paired with a foregrip, is the most stable weapon in the game. The main drawback of the AKM is the high weight, but, given that most teams only use 2 flanking lane players and the AKS-74u is a fantastic weapon for that role, the heavy weight is easy to overlook in favor of the AKM's outstanding stats. It is recommended that every player interested in competitive Insurgency learn to master the AKM, as it is highly likely that a player will be utilizing it as their primary Insurgent weapon. The weapon costs 1 point, resulting in a fully outfitted AKM (foregrip and AP Ammo) leaving the player with enough points for a frag grenade or 2 utility grenades. The AKM uses the standard 30 round magazine, making it plenty capable of wall-banging or cross-picking.

**AK-74** — Semi/Full-Auto rifle that fires the 5.45×39mm round and serves as the Insurgent's statistical counterpart to the M4A1. Despite being functionally identical to the AKS-74u, to include weight, the AK-74 suffers from *EXTREME* recoil compared to its flanker sibling. Due to this, and the poorly designed iron sights, the AK-74 remains largely unused outside of a few niche situations, and is one of the least liked weapons in the competitive community.

### Flanker Class

**TOZ** — Pump-Action shotgun that, by default, fires 12-gauge buckshot. The weapon is free to use for flankers, and features an optional 12-gauge slug attachment at a cost of 1 point that turns the pump-action into a formidable weapon. The weapon holds 7 rounds internally. Although quite heavy, falling between the AKM and the AK-74 in weight, TOZ provides high damage and low penetration power. It is largely considered a "troll" weapon, although it is actually quite competitively viable, especially when employed in Close-Quarters Combat. It is worth noting that the TOZ, and its Security counterpart, the M590, suffer from a similar issue to that of the snipers, in which rounds can occasionally "over-penetrate," resulting in a "tag" as opposed to a kill.

**MP40** — A Full-Auto only Submachine gun that fires the 9×19mm Parabellum round. The weapon is analogous to the UMP-45, and features similar advantages and drawbacks. Weighing the same as the AKS-74u, the MP40 suffers from an extremely low fire rate, damage, and penetration compared to its meta counterpart, although it does have very low recoil as a result of the low fire rate. Interestingly, the MP40 is the only weapon that has a standard 32 round magazine. This is another weapon that is typically viewed as a "troll" weapon, although it also features what is effectively a built-in foregrip and a cheap cost at 1 point. The weapon can be used effectively when utility is needed, but typically is forgone in favor of a handgun if a strategy necessitates speed and utility use.

**AKS-74u** — A Semi/Fully-Auto Submachine gun, the AKS-74u is, in all reality, more equivalent to a carbine than the Submachinegun it is used as. Firing the same 5.45×39mm round as the one used in AK-74, AKS-74u serves as the meta flanking weapon for Insurgent forces. With some of the best iron sights in the game, as well as featuring a standard 30 round magazine and a reasonable fire rate with very little recoil, a case can be made that the AKS-74u is the most controllable weapon in Insurgency. Weighing the same as the MP5K, the AKS-74u is also extremely fast for an Insurgent weapon, and provides the user with good damage and decent penetration power. The main drawback to the weapon is its cost: when fully kitted (foregrip and AP Ammo), only one point is left for utility. Despite this, the weapon's speed and impressive long range capability more than make up for this issue. The cost of the AKS-74u causes most players to draw comparisons between it and Security's M4A1, since both weapons are extremely similar in usage and identical in price.

**Sterling** — A Full-Auto Submachine Gun that fires the 9×19mm Parabellum, the Sterling is the lightest primary weapon in the game. Costing 2 points, the Sterling is primarily used as a "gadget" weapon, meaning that it is employed only in specific scenarios and almost never used during back to back rounds, the gun is highly effective at messing with an opponent's sense of timing due to its extremely light weight. The Sterling features a 34 round magazine, and provides decent damage and low penetration power. While not particularly stable at range, it is highly effective at Close-Quarter engagements. Despite a perception that the Sterling is not a very effective weapon, it is actually extremely competitively viable. A smart Sterling player can be one of the most effective flankers on the field, and it is worth learning the weapon.

### Assault & Sharpshooter Classes

**SKS** — Semi-Auto only rifle that fires the 7.62×39mm round, providing the same penetration and damage as that of the AKM. Although lighter than the AKM, it is a fair bit heavier than the M1 Carbine, causing it to be largely unused by the competitive scene in favor of the M1. The SKS holds 20 rounds, reducing its effectiveness when pre-firing or wall-banging.

**FAL** — Semi/Full-Auto Battle Rifle that fires the powerful .308 round. At a cost of 2 points, it has similar loadout capabilities as the M4A1. The main benefit of this weapon, as well as the other .308 Battle Rifles (FAL and M14 EBR), is its high penetration power when using AP Ammo, at the cost of extreme weight. There are very few specific places/situations where the additional penetration power of these weapons is more useful than that of the M16/M4/AKM. The L1A1 features a 20 round magazine, expandable to 30 rounds with the Extended Magazine attachment for the cost of 2 extra points. Due to its heavy weight and negligible benefits, this weapon should be avoided by newer players, unless the team plans on using a specific strategy that involves the employment of Battle Rifle type weapons.

### Assault Class

**Galil** — Exactly the same as Security's Galil SAR, just with a different model. It suffers from the same drawbacks and advantages as the SAR version of the weapon.

**M1 Carbine** — Semi-Auto Carbine that fires the 7.62×33mm round. The M1 carbine costs 1 point and weighs the same as the AKS-74u, making it tactically similar to the M4A1 in the sense that it allows Insurgent forces to have a lightweight option for Assault class players. The weapon features similar penetration and damage to the AK-74 and AKS-74u. Despite the seeming usefulness of the M1, the weapon suffers from a tiny 15 round magazine, expandable to 30 rounds with the Extended Magazine attachment for an extra 2 points. Due to the necessity for extra rounds, a fully equipped M1 costs the player all of their supply points, leading to a complete lack of utility. This drawback significantly impacts the weapon's competitive viability.

### Sharpshooter Class

**Mosin** — Bolt Action Sniper Rifle that fires the powerful 7.62×54mm rim-fire cartridge. Although used relatively rarely, the Mosin and its Security counterpart, the M40A1, occasionally find effective use in competitive Insurgency. At a cost of 1 point, with 2 points for the 7× optic, as well as 2 to 4 points for a sidearm, the weapon system can get quite expensive to use and substantially limits utility capabilities. The rifle is also extremely heavy on its own, let alone paired with a handgun. Despite this, the weapon provides high damage and penetration power, making it an excellent choice for cross-picking at the start of the round and then holding passive angles. It is worth noting that AP Ammo, despite its cheaper price, causes the bolt-action rifles to occasionally "over-penetrate," leading to instances where an enemy can be "tagged" by the weapon without resulting in a kill. It is recommended that AP Ammo only be used if the user intends to penetrate through walls with the weapon. So long as the user is aware that the rifle is not always a one-shot kill to center mass, the weapon can be quite effective when used by a proficient aimer.

## Handguns

Both teams have the exact same M9 and Makarov available to them. The M45A1 and M1911 are the Security and Insurgent skins for the same weapon, respectively. The Model 10 revolver is only available to Insurgents. All handguns cost 0 points, with AP and HP ammo both costing 1 point. It is worth noting that the rapid clicking techniques discussed in the M16A4 section apply to semi-automatic handguns as well.

**M45A1 & M1911** — A .45 caliber pistol. This pistol has a 7 round magazine, with the optional "Extended Magazine" attachment upgrading the capacity to 15. The "Extended Magazine" option costs 0 points, and adds no extra weight, so it should always be used. Although having the highest penetration and damage values, the M45A1 suffers from extremely high recoil, reducing its ability to be fired at a rapid pace. It also weighs more than the community favorite Makarov, rendering it largely unused in competitive play.

**M9** — A 9×19 Parabellum pistol, causing it to fall between the M45A1 and the Makarov in terms of penetration power. Although it has relatively low recoil compared to the .45 caliber hand guns, the M9's biggest advantage is it's white-dot ironsight, making the sight picture substantially clearer than the other handguns. While not the most-used handgun, there is very little downside to the M9 other than its higher weight compared to that of the Makarov. It remains a viable option for use in competitive play, despite being overshadowed by Makarov.

**Makarov** — A 9×18 Makarov pistol, and is largely considered to be the best handgun in the game. It offers extremely low recoil and a very high rate of fire cap, making the weapon extremely easy to mag-dump. It suffers from relatively low damage compared to that of the M45A1, but makes up for its lack of damage with its controllability. The Makarov holds 8 rounds, which can be upgraded to 15 rounds using the "Extended Magazine" attachment, which, similarly to the M45A1, costs 0 points and adds no weight. The Makarov is the lightest handgun available to Security, making it the most effective option for "pistol rushing" a lane.

**Model 10** — A 6-shot revolver with an available "Speed Loader" attachment for the cost of 1 point. Despite the stigma around the revolver, it deals relatively high damage, only being slightly below that of the .45 caliber handguns, and has a high rate of fire cap. It suffers from a complete lack of penetration power. Interestingly, the Model 10 is the lightest weapon in the game, making it *theoretically* the best weapon for "pistol rushing." Despite these benefits, the lack of ammo and its less-than perfect accuracy have resulted in the Model 10's reputation as a "troll" weapon. This has permeated throughout the community, giving rise to verbiage "I got Model 10'd," referring to the embarrassing nature of being killed by the weapon. In strict terms of competitive viability, the Model 10 actually does have some potential use as an extremely fast close-quarters flanking weapon.

## Weapon Attachments

**Foregrips** offer better recoil control and reduced weapon sway. They are largely a personal preference attachment, although it is worth noting that they cost 2 points, the same price as a grenade. Foregrips are currently a part of the meta due to the decreased weapon sway while being suppressed by enemy fire. For shotguns, foregrips offer a faster racking animation, increasing the rate of fire.

**Grenade Launchers** are typically used only in very specific situations where a thrown smoke grenade takes too long to deploy. Common examples of this include the close smoke used for the Security street cross on Siege, and for smoking Parkour Rock on Station in the event of a River or Blue Wall rush. There are no High Explosive grenades or Incendiary grenades available for the under barrel grenade launchers, although a direct impact from a launched smoke grenade *can* kill an enemy. It is not uncommon to see Grenade Launchers used as "troll" weapons, although they do have actual competitive value. Under Barrel Grenade Launchers cost 1 point.

**Suppressors** are typically not used in competitive play. The increased barrel length with suppressors makes it easier to get "gun-blocked" by objects or walls, and can give your position away when you're moving around a corner while aiming down the sights (ADSing). Also, the reduced sound is not usually enough to keep the other team from figuring out your position. Suppressors cost 3 points, unless attached to a handgun, in which case it costs 1 point.

**Heavy Barrels** reduce the muzzle climb of a weapon when fired. Although useful for reducing recoil effects in the event that a player chooses to forego a foregrip, it substantially increases the weight of the overall kit, rendering the heavy barrel largely unused in the competitive community. Heavy Barrels cost 1 point.

**Laser Sights & Flashlights** are largely unused by the competitive community due to the fact that they give a player's position away. The ray produced by the laser sights can be seen by enemies, even when not pointed at them, and can be used to deduce the laser user's location. Flashlights, while sometimes effective at disorienting an opponent, suffer from a similar problem in that the light beam can easily give a player's position and intention away. While free, these attachments are viewed almost entirely as detrimental.