This is some strategic loadout ideas for the Mercenary. it is based largely on opinion, and these suggestions may or may not fit your play style or player level. Please do not change the existing loadouts, except to fix grammar or spelling. Instead add a new loadout to the article.
Default Loadout: Edit
You can effectively use the weapons that are already equipped when you start playing the game as the Mercenary.
Primary: MK 48 - This machine gun can lay down extended fire with its good RoF, and ammo capacity, but lacking in range and accuracy, typical of machine guns.
Secondary: Kriss Kard - A handgun that is excellent at long range, making up for the MK48's poor performance in this regard.
You have no skill or Killstreak at the beginning of the game, so be sure to equip them as soon as they are unlocked.
Strategy: - The MK48 has very bad range and accuracy, so be careful of Snipers, as they can take you out before you are even in range. If you are not at almost point blank range, you can use your secondary pistol to whittle their health down, or kill them at long range; a very effective way to combat someone with a more powerful primary. This equipment should be able to hold you until you are able to buy better weapons.
Medium Range Loadout: Edit
This loadout is very effective at medium range, due to the high damage of the AUG as a primary.
Primary: AUG - What this machine gun lacks in RoF, it more than makes up for in power and range.
Secondary: Five Seven - This weapon has good ammo capacity, and similar stats as the AUG, complimenting performance for minimal hassle adjusting your strategy when you happen to run dry in a firefight.
Skill: Ammo Feed - This remedies the slow reload of the AUG, mitigating the need to rely on a secondary.
Killstreak: - The Killstreak is not too important in this loadout, so you can use whatever you prefer for your needs.
Strategy: - Your weapon is semi-automatic; as the faster you click, the faster your enemy dies. Moving around a lot is helpful, as it makes you harder to hit, and the AUG is not accurate enough to reliably get hits at the longest rangest, so its better to use a "run and gun" technique.
Long range for long battles loadout. Edit
Primary: Stinger - Packs a slightly less powerful punch than RPG-7 but has homing capabilities.
Secondary: Desert Eagle/Automag - Stinger usually won't be able to finish off Juggernauts and Mercenaries with No Sweat skill.
Skill: No Sweat: It's dangerous to use explosives without this skill.
Killstreak: Bloodlust - This allows you to fight longer plus the high damage of the Stinger heals a lot of health in a single hit.
Armor: Military Jacket - Explosives don't have that much ammo reserve.
Strategy: This is basically for those who hate dying that much. Shoot rockets from afar. Don't worry about the aiming that much as the weak homing capabilities of Stinger isn't *that* weak. However, you'd still need to pick up ammo often.
Explosive spam loadout Edit
Primary: RPG/Stinger - Highest damage with the latter packing less punch but has homing capabilities.
Secondary: Throwing Knife - Not a must but just in case.
Skill: No Sweat - So you don't blow yourself up.
Killstreak: Death Wizard - So awesome with explosives. If only the Commando had higher damage it would've been the best weapon for this loadout.
Strategy: So the strategy here is to "kill forever, shoot forever". Shoot rockets until you get the kill streak, use it and spam rockets as you collect supplies(i.e. Health, Armor, Ammo).
Minigun loadout Edit
Primary: Minigun - High RoF and decent damage.
Secondary: Katana - For melee uses.
Attachment: Red dot - To increase the accuracy slightly.
Skill: Scavenger - So you won't have to worry about running out of ammo.
Killstreak: Bloodthirsty - The high DPS will heal you quickly.
Strategy: Try to get within range of your minigun. If your opponent is targeting you, then jump in an semi-circle over him and shoot at him while doing that. He will try aim at you but will do it slowly. He should be dead by the time you land.