Weapon nerfs and buffs
Sorta a rant for be, but it seems that all the nerfs and buffs of weapons are centered primarily around damage. I do not know coding or the time and work related to coding but it seems to me that only one aspect of weapons are being addressed concerning nerfs/buffs. IMO it seems that these are just easy fixes and not centered in anything realistic or actually addressing the real problem in a lot of cases. I am not asking for a mil-sim game, but c’mon, put some effort into it.
Take the K30, there was nothing wrong with the damage of the ammo, the problem was the accuracy at mid and long ranges, but the nerf was a uniform reduction of damage. This actually does nothing to fix the real problem, which is players getting lasered by an SMG at 200 meters. Just takes a couple extra bullets now.
And my personal pet peeve, who was complaining about the M5A3 close combat ammo(or the MP9 ammo for that matter)? Why was that change made?
Also, different ammo types will affect the range, rate of fire(RoF), handling and accuracy of a gun, but getting hit by a bullet should still be getting hit by a bullet. I struggle with understanding the thought process behind Armor Piercing ammunition doing less damage than standard ammo against personnel. Require AP ammo to use a heavy/long barrel and have it affect ADS speed, RoF and handling, BUT don’t tell me that a round that will penetrate armor isn’t going to do AT LEAST the same amount of damage as standard ammo.
Close combat ammo should give a higher RoF with reduced damage and range.
High power ammo should have sustained damage with more accuracy at distance, but the ROF and handling of the weapon should be reduced.
Do the developers have an actual reference when coding the firearm parameters? It would be extremely beneficial to have some 1st hand knowledge of the effects they are trying to make. Go to the range and blow off some rounds.
In general:
SMG are quick kills in CQ, but the accuracy should go down hill fast with range.
Shotguns in CQ should be 1 shot (within 10m) and also decline fast with range. Their RoF and reload should also be longer. (Slugs are a separate issue)
AR should be effective Close to Mid with the appropriate ADS for each sight and barrel length.
Marksman Rifles should be effective Mid to Long, with penalties to the ADS at close ranges unless hip fired, regardless of the sight mounted on it. Barrel length is a factor on any gun concerning ADS and handling. MR should also have a little more punch than their AR counterparts.
Sniper rifles are the same as marksman, but should be more effective at longer ranges. Because of the higher calibers, RoF and handling should always be a factor. ADS needs to be factored into the length and weight of sniper rifles. Sorta tired of getting tapped by some guy doing a constant jig at 1200 meters who can ADS instantly after every shot.
Please review whatever algorithms you are using to calculate the weapon specifications and adjust accordingly, and please remember that reducing or adding damage is NOT always the correct fix.