Obviously I can't be the only person who is still playing this - a dozen plus years after release no less. I've recently started another game with 1.13 and was just using a M.E.R.C. team of Biff, Flo, Larry, Gumpy, Gasket, and Ira. Sadly I forgot to turn off the Drassen counterattack in the .ini file and had to restart. That said my next try with genuine AIM mercenaries is going much better. Using Wolf, Shadow, Spider, Blood, Ira, and Grunty as a primary squad. The real problem - since I put drop all on - is that I'm absolutely compulsive in trying to create the best load outs for all of my mercenaries. In practice this means.... 1 x Pistol (+pistol ammo) 1 x AR/Shotgun/SMG (+extra ammo) 1 x Sniper Rifle for the two best shots (+ammo) 1 x Med-Kit (lots more with Ira and Spider) 2 x Breaklight 2-4 x Grenades (this includes regular grenades/mini-nads/stun/smoke/tear gas) 1 x Canteen 2-4 x Throwing Knives for Blood 1 x Knife 1 x NVG's 1 x Gas Mask 1 x Wirecutters (2 per squad) 2 x Energy/Regen Boosters for Medics 1 x Helmet (with attached NVG's and sunglasses!) 1 x Body Armor (with attached inserts if possible) 1 x Leg Armor 1 x Combat vest/LBE (for storing all that ammo/grenades/assorted odds and ends) 2 x Holsters/Double Mag holders (more ammo is better!) 1 x Backpack/Three Day Kits (for even more ammo/repair kits/medikits/extra weapons!) And that is even before all the extra stuff involving just the weapons. Probably my favorite and also least favorite thing about 1.13 is the amount of guns there are. Sure the base game hit all the normal points. I could have an M-16, AK-47, M-14, Colt 1911, Glock 17, or a SPAS-12. Fuck that though. I've rather have my mercs prowling around with obscure European firearms like a MAB PA-15 pistol as a sidearm with the main gun being a Chilean FAMAE SAF. The various small differences between guns make every post-battle result all the more harrowing. Do I take an overpowered revolver or a Russian pistol with a 20-round magazine?