Don't underestimate the power of the MG. I usually have 2 troops packing them even late in the game. Their demoralizing power quickly cows aliens over great distances even if "O'l Painless" lands only a bullet or two ("We hit nothing"). It's meant to do just that, it's a "support weapon". Support troops lay down an intimidating wall of lead while the assault troops flank around. Nothing like watching a few aliens assume the fetal position for a couple rounds while the grunts move in. On top of that, now and then I run into a batch of aliens lined up like ducks at a shooting gallery just around a corner that all bow down to the power of a single full-auto spray. Grenade launcher is great for those targest behind stumps, walls and garbage bins, and especially for those buggers dug in like ticks on top of a high building ("Got time to duck?"). The heavy laser, though low damage against armor, has damn good accuracy even over medium to large distance with a 3 round spread. Sword/pistol combo is my favorite for up-close and personal. Medkit=must, all my troops have one. WTF does the smoke grenade do? I haven't notice any decrease for alien accuracy chucking one in futile attempts at protecting civilians... old X-COM games, smoke grenades were pimp, severely decreasing accuracy and vision allowing for a wide variety of tactical implementation. In this, they just take up space. I might as well put a Pepsi can in place of a smoke grenade on my holster. My troop could at least then enjoy a refreshing beverage after hosing down a cowering Tammy.