I see that this hasn't gotten a whole ton of support, but honestly I like this idea. I can't speak for anyone else, but I can tell you what I'd suggest when people ask my opinion on what they should get.
Normally, people have a pretty good idea of what they want or can do. I've never met a 350+lbs guy that thought he'd be best suited as a dagger or an ADHD kid who thought he could be an ambush sniper (for more than a couple of games, at least). Most people (excluding little kids with delusions of grandeur) have a pretty good idea of what play style they'd be best suited for right off the bat. With that in mind, here's what I normally suggest:
Dagger: lightest gun/tank/hopper combo you're comfortable with. Depending on how long you expect to be in the game, take little to no extra paint (if playing as a walk-on, hopper ball is fine, if in a scenario, 200-300 extra rounds is plenty), I'd suggest a small pod pack instead of a vest. A light, breathable mask that won't fog up due to heavy breathing. Light shoes with good traction and ankle support (I'd suggest cleats). You'll be doing significantly more running than gunning.
Sabre: lightest gun/tank/hopper combo you're comfortable with that can put out significant firepower (I'd suggest pretty much any tournament style electro). Take a few extra rounds (100-200 as a walk-on, 300-500 in a scenario), and I'd still suggest a pod pack, though a small vest would also be fine. I'd still suggest a very breathable mask since you will be doing a fair amount of moving. A good pair of hiking boots, lightness is important, but less so than traction or ankle support. You'll be doing about the same amount of running as gunning.
Broadsword: an efficient gun with significant firepower (I'd suggest a Viking or Ego), large capacity hopper (pinokio w/ nose), and large HPA tank. Take plenty of extra ammo, and, since maneuverability is secondary, I'd suggest a vest to hold extra gear, though, a back man pod pack would be sufficient. Any mask that can be worn for long periods of time under normal breathing and normal play conditions without fogging is fine. Heavy boots with maximum traction and support. You'll be doing much more gunning than running.
Those are the only play styles I'd suggest to people just starting or interested in playing on small fields and/or as a walk-on. Everything after this I'd only suggest to experienced paintballers interested in scenario play or, at least, very large fields with many experienced players. Anyone who brings their Double Trouble to a kid's birthday party or regularly takes it to the local field to play against walk-ons with rentals is an A-hole.
Hammer: a double trouble with very high capacity cyclone feed/electro hopper, very large tank, and underbored non-ported barrels with loudeners or Apex (for intimidation

). Take as much paint as you and your vest can hold then feel free to strap more to your arms and legs. Take a mask that protects your face. Anti-fogging and breathability are important, but you're going to be the #1 target for the opposition (and, let's be honest, whith that much firepower, you don't need to be able to see much more than the general direction of the enemy anyway

) so you're gonna want something that can take plenty of hits without exposing your face. Heavy boots with maximum traction and support. You will be gunning exclusively. If you feel any situation might warrant running, feel free to substitute and equal or greater amount of gunning.
Sniper: something that shoots FS, no hopper, small tank/12 grams, overbored and heavily ported barrel, a sight that you're effective and comfortable with. You want your equipment to be as light as or lighter than a Dagger's (that means no heavy "sniper" bolt-ons that don't really do anything). Take the least amount of air and ammo you think you can without running out... you want to be very light. You'll want to be stealthy. Maybe not full ghillie suit stealth, but at least drab clothing and no clanking 12 grams stealth. Cleats and a light, breathable mask. A radio to communicate info back to your team leader. Your emphasis will be on gunning over running, but you'll be doing relatively little of either.
Scout: something light and quiet. If you have to shoot something, you don't want the world to hear. Same equipment I'd suggest to a Dagger + a radio. Lots of sneaking and little-to-no gunning.
Squad DM: something that shoots FS and a sight that you're effective with. Anything else is complete personal preference. Your only job is to accurately shoot anything that your team leader tells you to.
Lance: a LAW. Everything else is personal preference. If you really want to get your team some recognition, do what 13th Legion did: find a girl with a nice shape and bad attitude, sprinkle in some piercings and tats, and give that bitch the biggest rocket launcher on the market.
This post has been edited by redthirst: 02 February 2011 - 11:05 AM