A mechanic suggestion to remedy the (full-auto battle rifle) meta. Give non-lethal damage the chance to down the opponent

I. The battle rifle problem
II. My proposal
III. How it affects the game
IV. Other (previous) suggestions
V. How can it be implemented?
VI. A note about body armour, and how it might fit into this mechanic.

As we all know, BR 5 is plagued by the overpowered presence of battle rifles like the FG 42, AVT 40, T20, and Type Hei. These guns are capable of full auto, as well as one shotting troops with vitality (barring the case with body armour) making them the go-to setup for people seeking to maximize their setup at BR 5. It also does not help that the rifleman squad can have up to 9 bodies: this is undoubtably a strength which allows one to maximize their presence in combat, fight larger amounts of enemies, and capture the objective faster.

Given that battle rifles are the superior choice, especially when it comes to winning 1V1 encounters, and the numerical superiority of rifle squads, then it is difficult to justify the presence of the assaulter squad, and maybe the machine gunner squad at the moment. This is why the people who “abuse” every advantage will use 9 man rifleman squads decked out with battle rifles (I don’t blame them: it is the strongest combat strategy, by a considerable margin).

But something needs to be done in order to remedy this exclusive level of lethality within the semi auto rifles.

While I don’t claim to know exactly how the damage in enlisted is coded, I do have an outline of ‘how’ it works, based on previous videos made by Quadro and Captain Figureen.

Damage which surpasses the targets HP will cause one of two outcomes: a kill, or the target is ‘downed’. If the opponent is downed, they can still revive, but they are vulnerable and they cannot shoot back.

Additionally, the chance of getting the downed/kill outcome depends on how much excess damage your weapon does to the enemy over their HP.

I did some tests myself in custom battles with the following weapons: a stock fg 42, stock armaguerra, fully upgraded STG 44, and stock STG 44. I fired them in single shots, semi auto at the bots (which from my observation, have the default 10 HP, without vitality).

What I found was that within lethal distance (1-10m) the FG 42 had a higher rate of killing the enemy, and occasionally downed them. The armaguerra had a much higher chance of only ‘downing’ the enemy.

The STG on the other hand, requires two shots to either kill or down the enemy. One shot at lethal range does not down the enemy. They merely get a slight recoil knockback, but continue upright.

So, this reinforces our intuition regarding the damage models. It is simply a huge advantage that the battle rifles can put the enemy in a downed/kill state with one shot in lethal range, while the intermediate cartridges cannot.

Assuming the assault rifle user can reliably hit headshot, then the assault rifle is lethal. However, such performance is hardly ever pulled off by humans.
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Here’s my proposal: for damage which does not surpass the opponents HP, we give one of the two following outcomes: No kill (the opponent stands), or downed. The chance of downing depends on how close the damage dealt is compared to a health pool which could fully or partially reflect the opponents HP…

At close/lethal range, opponent has no vitality:
For a fully upgraded assault rifle with 9.6 damage (which does 0.4 less then 10), I suggest that it have a ~80% (that’s 4/5 enemies downed per one shot) chance to down an opponent (bodyshot) without vitality; the un-upgraded assault rifle dealing 8.0 damage (2.0 less than 10) takes ~50 % chance to kill.

A fully upgraded SMG round dealing 6.8 damage should have less than 50% chance of downing an opponent, somewhere along the lines of ~20-40%, and the default 5.5 damage dealing smg round would have ~0-20% of downing an opponent before the damage threshold is reached (I would be agree if the chance is very low, like <5 %).

Pistol caliber guns should have the least chance (very small chance, or even zero) to down an opponent in one shot (even at close range).

In consideration for vitality, we have three options: 1) vitality should have no effect the calculation of the downing chance (which only uses the default HP), 2) vitality has the full effect, so the calculation of the downing chance takes into consideration 13.5 HP, or 3) vitality has partial effect, as in only a partial adjustment of the HP is used to calculate new downing chances.

As a placeholder proposal for this mechanic, I suggest the following (rudimentary) linear equation to calculate the chances of downing an opponent.
image

x is the bullet damage (which is affected by the distance and body armour), h is the HP, and the output is the chance of downing (in decimal form for percentage). If the bullet damage exceeds the HP, the games current mechanic takes over/ this new mechanic does not apply when the damage of the bullet exceeds the HP.

I would prefer if vitality only partially affects the downing chance: let me suggest, with vitality, that h takes on the value 11.5. The way this works is, consider a weapon like a Breda lmg, which deals 13.2 damage. It’s value is right under the HP with vitality perk - so instead- the damage 13.2 goes into the calculation of the above equation, where it can receive either two outcomes: The equation with x=13.2 tells us that this gun has a certainty (100%) of downing the opponent using vitality at close range. We can interpret that to say: this gun will only down an opponent with vitality at close range, and nothing else. It is quite strong. The alternative is, in the code we can cut off damages which exceed the h value. By that, let x be equal to h, then it gives the Breda an 88% chance of downing the such opponents. I am hesitant letting weapons such as machine guns have a 100% chance to down opponents with vitality for now.

Different, and more elaborate representations of a downing chance, which you feel is better, are all welcome. This is where the you, the readers, can suggest values which you feel reflect better gameplay.

A thing to note, is how this suggestion will affect the perk : +% chance of going into downed state upon taking fatal damage. We can keep this perk as is, or I will suggest that the perk be tweaked to in order to include: -% chance of going into downed state upon taking non-fatal damage. Or, we can introduce a new perk that exclusively reduces the chance of being downed by non-lethal damage.

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Let’s consider the merits of my proposal (and how it affects gameplay), as well as some other proposals:

In a 1v1 confrontation, assuming the users of an assault rifle and a battle rifle shoot each other at the same time, the advantage is always in favour of the battle rifle user since they always do fatal damage.

Previously, an assault weapon user requires 2 shots to kill or down an opponent at any range. If that opponent connects their high damage semi auto before the assault weapon user has fire their second shot, then the outcome is decided in favour of the battle rifle even if the assault user has fired first. This is obviously something which many of us would not like.

If however, the assault weapon user has a way of preventing the battle rifle user from pulling off a (uno reverse) before death in a duel, then it would increase the value of assault rifles.

This is where giving a downed chance to damage under the HP threshold comes in: If the assault user fires first, they have a good chance of downing the opponent in one shot, and if downed, the opponent cannot shoot back and kill the assault weapon user. Of course, it will still take a second shot to finish off the opponent, but it is better than landing a shot on the opponent, and them shooting back with a high chance of killing you.

This improves the room clearing ability of assault weapons: if you sweep the room with an STG, the chance that the enemy (AI and player) will kill you has decreased. The assaulter just has to now keep in mind that landing one shot on everybody is more critical than finishing off the opponent with two shots.

Additionally, it is intuitive that battle rifles (full power cartridges) can still retain their lethality at very long ranges. My suggested downing mechanic still allows that.

Will this make assault weapons OP? In my opinion, no. They will not be any stronger than battle rifles for direct engagement, who retain the ability to both kill and down when dealing fatal damage (the highest lethality in game). They will however, have increased versatility and speed in terms of facing multiple opponents, as well as having a better chance to overcome the battle rifle user in a 1v1.

It is more ‘realistic’ (and I know many posters have used this argument) that intermediate cartridges of assault rifles should be lethal in one shot. Having an STG 44 with a rather high chance of downing an opponent (but never outright killing them, since DF might never grant that, or else The damage of assault weapons would be raised across the board), is only intuitively fair. In real life, one can hardly react when getting shot by something a strong as a Kurz.

Machine gunners also gain effectiveness from this mechanic. Every machine guns damage, fully upgraded is 13.2. It falls under vitality, so it will never be a kill. We would expect however, that such powerful weapons like machine guns have the same down-the-barrel lethality as battle rifles. So, the downing mechanic makes up for that. consider a slow firing, fully upgraded machine gun like the m1919a6: previously, if both the browning user and the Type Hei auto user fired and lands their shots, the Type Hei user is at a decisive advantage: not only do they have a better handling weapon, they also will completely shrug off the damage dealt by the browning, leaving them with a sliver of health, but not down. They can then proceed to mow down more Americans. Clearly, we don’t like this, so the benefits to machine gunners given by this mechanic are also noteworthy.

Do not forget the smg’s. consider this example: at close range, two PPD 38 rounds (un- upgraded) deals 11 damage. A third round is needed to take down the vitality user, and two rounds will be shrugged off otherwise in the current game. The difference in which two rounds can stop an opponent from firing back is critical; in the current meta, the ppsh 41 user has no chance of winning a fight against a battle rifle user who can react just as fast, assuming they are in a duel: even with 1050 rpm, or firing 19 rounds a second, the ppsh requires 3 rounds, or 0.16 seconds to kill the battle rifle user, whose time to kill essentially only takes into consideration the TTK of the single bullet. If 2 bullets can stop the opponent, then it would mean the SMG user only needs 0.105 seconds. Any advantage counts (and slower firing smg’s would benefit the most from this). Additionally, the downing mechanic would help spray enemies at long range.

We may expect over the whole course of a battle, that such a mechanic would increase the lethality of weapons across the board, and hence we may see a (considerable?) increase in effectiveness on weapons of all variety. However, the weapons which stand to gain the most from this change are the weapons whose bullet damage fall slightly under a HP threshold.

Full power battle rifles don’t stand to gain much from this, because they already can kill/down in one shot, and that’s fine. Our assaulters and machine gunners should be valued more considering they use less harder hitting weapons.

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Let’s consider some other suggestions to the issue of the Battle rifle meta, and why they probably won’t be implemented or fall short:

  1. A new BR (6?) should be created (suggested by a few members incrementally)
  2. All battle rifles should have their recoil increased to a hard to control level like that of the Fedorov 25 (suggested by Adamnpee and, supported by some others)Increasing recoil to full auto firing mode of SF rifles
  3. The battle rifles should be given their own class (suggested by US_Matt_LT) Add new class Automatic Rifleman
  4. Move assault and battle rifles to the assaulter class (suggested by GeneralBrus) Move assault rifles and battle rifles to the assaulter class
  5. The assault weapons should have their damage revamped for better damage (suggested by Slakrrrrrr) Assault Rifle Balance Revamp: Jack-Of-All-Trades

The developers tend not to accept ‘knee-jerk’ changes, and changes which they consider negligible on gameplay (some moderator has mentioned this). Bearing this in mind:

1 this suggestion faces the issue of diluting the playerbase in the matchmakings. Proponents of this will suggest that certain tier 5 weapons should not be in the same battle ranking, like the ppsh 41 compared to the AVT 420 for example. The stronger weapon should be put into a higher BR. This however, would just result in BR 6 still being plagued by the battle rifle meta. If any BR is separated, then it would increase the burden on matchmaking.

2 The community has adjusted to the current feel of the weapons, so this change is unwelcomed by most players. It is too late.

3 If this is the case, then everyone would use assaulters exclusively on the basis that assaulters now have overwhelming firepower (true semiautos would be relegated to the other troops), and it makes it unrewarding to fight using any other squad type at a high BR.

4 While this suggestion may be okay for fixing the battle rifle meta, introducing a new class is a rather extensive change which people would object to for a host of reasons (perhaps it is unrealistic, not fun, rifleman should carry AVT’s, etc. ).

5 Quite a good suggestion, but we haven’t heard from the devs regarding this yet for a long while. The only trifle with this suggestion is that it might create an assault -battle rifle dual meta. But that is fine, though it leaves the machine guns and sub calibre guns in the dust. The devs probably thought this is a rather knee jerk adjustment, and hence did not accommodate it.
Gameplay wise, I wholeheartedly support this suggestion.

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So how should this be implemented? In my opinion, I don’t think this will be particularly difficult coding for the devs.

They already have a system in place which considers damage done to the opponent that exceeds the HP threshold, and applies RNG to determine whether it is a kill or a ‘down’.

They can tweak this system to also consider damage that falls under the HP of the target, and apply RNG to determine whether the opponent lives, or gets ‘downed’.

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Lastly, a note about body armour and how it may figure into this.

I agree with his analysis.

I do agree that the effects of body armour are significant gameplay wise. Indeed, there always will be someone who will take full advantage of body armour.

There are two camps to this problem: body armour is irrelevant because very little people use it (true), and body armour is relevant because there always is the practical possibility that someone (or a team) will abuse it.

And that PERSON IS ME, HAHHAHAHAHAHHAHAHAHAHA. RAGE.

Anyways, the mods aren’t forwarding this issue as far as I see, so in the case that body armour is applied, lets see how my suggestion fares, using my placeholder mechanic. The opponent has vitality. Let’s test out the Type Hei auto:

image

The 6.5 Arisaka deals 13.9 damage. -10% leaves it with 12.5 damage. The equation tells us that the Type Hei has an 1.075 chance of downing the body armour+ vitality opponent at close range. We can interpret that to say: the Type Hei auto will only down an opponent with vitality and body armour at close range, and nothing else. That’s quite strong honestly. The alternative is, in the code we can cut off damages which exceed the h value. By that, let x be equal to h, then it gives the Type Hei an 88% chance of downing the such opponents. Still very strong. Maybe less is better?

Next, the G41 (14.4):
-10% leaves it with 12.96 damage which we can round to 13. This exceeds the h value, so we can apply the same suggestions which we were to apply to the previous case

Next, the fully upgraded machine gun damage (13.2):
-10% leaves 11.9 damage. This exceeds the h value, so we can apply the same suggestions which we were to apply to the previous case.

Next, the STG 44 (9.6):
-10% leaves it with ~8.6 damage. We get a 31% chance of downing the opponent with body armour and vitality.

An un-upgraded STG has a negligible chance to down an opponent with body armour and vitality in one shot.

Body armour will always be a considerable, but maybe this helps somewhat.

Perhaps you feel that the percentage values I have assigned are too extreme. Feel free to suggest alternatives.
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Do you agree that weapons dealing damage less than the lethal threshold should have a chance to down the opponent?
  • Yes
  • No
0 voters

If yes:

What percentage should a fully upgraded assault rifle (9.6 damage) get to down an opponent without vitality at close range?
  • greater than 75
  • 50<=% <=75
  • 25<=%<50
  • <=25
0 voters
What percentage should a fully upgraded assault rifle get to down an opponent with vitality at close range?
  • greater than 75
  • 50<=% <=75
  • 25<=%<50
  • <=25
0 voters
What percentage should a default assault rifle (8.0 damage) get to down an opponent without vitality at close range?
  • greater than 75
  • 50<=% <=75
  • 25<=%<50
  • <=25
0 voters
What percentage should a default assault rifle get to down an opponent with vitality at close range?
  • greater than 75
  • 50<=% <=75
  • 25<=%<50
  • <=25
0 voters
Should the likes of weapons such as machine guns retain a 100% downing chance against those with vitality at close range, or less?
  • 100%
  • Less
0 voters

In consideration of body armour+ vitality:

should weapons such as the Type Hei Auto and Gewher 41 retain a 100% downing chance against those with armour+ vitality at close range, or less?
  • 100%
  • Less
0 voters
Should the perk increasing the chance of downed state after taking lethal damage be modified to reduce chance of downed state for non-lethal damage, or introduce a new perk specifically reducing the chance to be downed by non-lethal damage, no change, or other?
  • Add to the perk we already have
  • Introduce a new perk
  • No change
  • other
0 voters

I could add more polls for specificity, but that would be too much into specifics, and gets complicated. If the idea gets forwarded to the devs, they surely can consider a reasonable chance which the STG 44 can down an opponent at point blank with a body shot.

3 Likes

I invite some considerable members of this community to critique my suggesiton: @Slakrrrrrr @Masturmater7-live @Adamnpee @GeneralBrus @US_Matt_LT @ImpostorWhenSUS @LBE_S-G-44 @wlnecro1 @Декард

1 Like

Just increase the recoil of SF rifles atleast 2x.

Its the extreme ease of use that currently is the problem with SF rifles.
No reason to choose just slighty better handling of AR’s when you can have only barely notably inferior handling with SF rifles.

9 Likes

Good lord, how many days did it take to write this post? :astonished:

9 Likes

all this does is change one meta for the other… how does that make it ok? literally following modern fps games… let people play how they want… you don’t HAVE to use sf rifleman squads but you choose to… i do and get bored so i use assault squads.

Also… this will nerf engineer so im against that on the principle… not like my opinion is of any major importance.

I dont think that smg need another buff in a game where the smg is already the meta choice for 4 of its 5 BRs.

This might work, but is a move which many would not like. People have gotten used to the handling of the current guns. I get that the SF have higher recoil stats for now. Otherwise the dev would have been consistent from the get go an not give the fg 42 70 vertical recoil with 75 recoil handling. But they choose not to touch the handling.

As I have said, while the weapons with slightly below lethal damage stand to gain the most from such a mechanic, it does not necessarily mean that they will make rifleman non-meta.

For one thing, the battle rifles can still kill/ down at the same range. Don’t forget that the rifle squad has 9 bodies too. The assault weapons will still take two shots to completely kill but one shot to stop. That’s different.

With regards to other fps I am not so sure, since enlisted is the only one I have played. From my observations though, enlisted is rather different from the typical choice such as valorant, BF6, and I have heard, even HLL? That is because enlisted has such a high damage already across the board on their weapons, so it is very easy to kill in this game. The fg 42 in bf 5 takes like, 5 shots to down an opponent. That’s silly, different.

My hope is that this will make a meta where most squads are viable: you can take 9 man rifleman if you need more lives: you can take assaulter if you prefer the movement speed and the convenient handling of the gun, while not getting penalized with getting one shorted despite shooting first. Mg gunners can down vitality users (somewhat), so the option is now on the table, as the mg’s have been non meta for a while now.

Smaller squads also benefit a lot from this, since the downing mechanic increases a lone players lethality. Play it right, and the snipers using AR might be able to take advantage of their weapon without getting shot in return.

So, how would this nerf engineer? They can build infinite ammo. The event engineers you obtained using the assault weapons, they stand to gain the most from this mechanic.

Considering the number of proposals which people have made regarding this issue, it’s suffice to say that the community is not satisfied with the current state.

Just because it is okay to play, doesn’t mean it will be fun to play. Imagine first finding out that stg’s take 2 shots to kill, while the battle rifles take one. Like he issue with body armour, some people will abuse this. The current matchup between a 9 man battle rifle squad and an assaulter squad with stg 44 is simply not fair. And that should be remedied, gameplay wise. We need to incentivise people to play their ‘best’, and give them the belief that they can perform their best with other squads. At the moment, this is not the case.

My current suggestion does not give the smgs a high chance of downing. I am envisioning a rather small buff for the smgs. Perhaps even no chance of downing assigned for smg bullets. That said, while smgs do get a buff, keep in mind that other weapons do too.

Like the armaguerra. If it gains the ability to down an opponent in one shot at ranges where it’s damage falls slightly under the HP, then it means that weapon user is saved from any possible return fire the opponent might use against them with an smg.

The reason smgs dominate at early tiers, despite the bolt action one shot kill potential, is because of handling. Landing one shot is not the easiest thing people can do under pressure. Suppose someone had perfect some and speed with a bolt action though: in theory they are more lethal than any smg user. However, there are other weapons we also should consider: like the m1 carbine, type otsu, etc. what do they get from this? Previously they require two shots to stop vitality. If they have a chance of downing with one shot, then that can negate the advantage of the smg.

I’m fact, the main reason smg’s at the lower BR are strong is due to a skill issue , or that the alternative weapon cannot stop the smg user in time despite firing once.

Don’t underestimate what a 9 man rifleman squad using Fedorov 1912’s can do at BR 2.

Mainly referring to adjusting guns stats because they are over performing just to have another ons do the same, rinse and repeat and now everything is bland… however the main issue are that you don’t need specialists and can have 9 which i understand.

I honestly didn’t bother reading the suggestion as there was so much to read and saw that it is touching sf rifles which the general opinion is to just ramp up the recoil so attributed to that so unfairly judging your suggestion… while i still don’t care too much to understand the full extent of your proposal which seems like changing damage breakpoints… i will retract that as it wouldn’t be too big of a deal with them.

Imagine what? Realizing that the automatic weapon with less recoil takes longer to kill than the average recoil of battle rifles with less rounds? You say this like i should be surprised… that makes total sense…

You mention body armor which adds 1 extra shot to kill with them… so the solution is to make that flat across the board with rifles anyway? Surely… the weapon with lesser capacity needs to take 1 extra shot to kill on top of generally requiring more skill to use

Yes, i know it’s because of how much you can use in a squad but i think the point still stands.

I sacrifice variety for the same bland weapons and playstyle… you cannot play the role of a machine gunner with rifleman… you can for an assaulter… so i understand this.

You could say that with so many different things in this game… you get 2 extra people with all the same weapons… it’s going to be powerful… while requiring more skill. (do not come at me saying they require no skill or have no recoil, i use alt aim on console and have zero… it’s a fact) skill

You can still use the assault squad where you use the rifleman and then switch to stg when you can’t hit your shots if the matchup is so unfair… it’s not surprising that a 9 man squad of the final unlock of a tech tree is going to be powerful… once again you are sacrificing the amount of people in the squad and powers for practicality… it’s easier to use an stg than fg42… better? no.

I do not care to use other squads… i do not care to have the “lone player” mindset… you can if you want to… and if you want to incentive to play their best… then DO… DO better than the rifleman with your squad that’s at a disadvantage.

Use the AR then.
Current problem is that SF’s are easy as AR’s to use with high dmg, over shadowing everything.

I was wrong before, the game does have some complicated little mechanics that aren’t all that well known, and since people like robihr dont post as often anymore, or some of our old data miners are keeping their mouths shut because of some bans in the past its difficult to come by hard information.

But, as far as I understand how the system currently works:

Every soldier has 10 HP points by default and dealing 10 or more damage to a soldier will completely kill him - UNLESS said target is carrying a med pack with him, then he will go into the “downed state” instead.
Now, shooting someone with a bolt action rifle ignores the downed state and insta kills instead - this is because with a med pack a soldier actually has 20 HP of “hard health points” and bolt action rifles deal more than 20 damage.
Funnily enough, the vitality perk which gives extra 3.5 HP only influences the first 10 HP, but doesn’t add to the 20 HP hard health points - at least so I have been told.

In other words:

You need 10 damage to down a target - or 13.5 damage to down a target with vitality - or even 15 damage to down a target with vitality AND either soviet body armor or paratroopers extra vitality.

However regardless of vitality, if you deal 20 damage you hard kill a target (technically soviet body armor still influences these 20 HP because it doesn’t add extra HP and instead reduces incoming damage by a flat 10%, but that only really matters for bolt action rifles in very long range combat)

Now what to do with this information I dont know, but when you specifically talk about select fire rifles, I think its a good information basis.

I guess either SFR do deserve a nerf, or ARs deserve a buff, but even without a change, ARs arent bad at all, bigger magazines and easier recoil has its benefits

move the slide bar to right, theres killing thresholds.

They are absolutely fine as they are.
Just the SF rifles needs a notable nerf.

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Well hehe, there is one thing having a chart - and another thing people understanding and even testing stuff like the pure recoil stat and comparing it with hidden recoil controll stats and mixing the hidden bayonet recoil bonus in-between.

Not saying these aren’t publicly available, but I dare to say much less people talk about those things nowadays compared to two years ago.

1 Like

well to be honest here they dont exactly advertise these datamined charts anywhere.

No idea why they cant use the actual stats ingame.

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Point is, people would still prefer keeping the current handling of battle rifles.

I guess, there are two camps to this: reduce the power and ubiquity of battle rifles, or bring everything else to the same level (ideally).

My suggestion aims for the latter. Suggestions that work, must also try to satisfy other people.

1 Like

Theres also people that likes to keep bodyarmor as it is.
But gun that is literally overshadowing everything else is quite broken.
Like SMG’s are great at CQC but not exactly great at longer range, thats the notable downside.

SF rifles has none downsides, they excell at every range without a single downside.

Im completely fine with SF rifles being powerful my issue with them is that they are just as easy to use as AR’s.
The heavy dmg they deal should have notable downsides.

suppose we have a matchup between a 9 man STG 44 squad and a 9 man AVT 420 squad.

Which one is advantaged ?

  • STG44
  • AVT 420
0 voters

If The rifleman squad was limited to 7 soldiers, I would consider it maybe a fair fight.

We can run this thought experiment. Heck, even try it out in real battles. Though you cannot, but, we can try to experiment this idea in custom battles with 5 man assault squads and 5 man battle rifle squads, though it might not be the best representation.

It’s fine that you don;t care.

But it is un-acceptable gameplay wise to expect a fair game between the rifleman squads and others.

And what do you mean by DO? I am talking about real incentivization. Supposing that all the PRO players use AR in public matches doesn’t remove the fact that there exists a practical disparity between the battle rifles and AR.

When there is a practical disparity at a matchmaking where the weapons are expected to be at the same “level”, should we just shrug if some weapons are worse ‘overall’ compared to other? I agree that certain weapons can shine in particular departments. But I do not think this is currently the case in game.

Additionally, it is not the case that the strongest players are averse to using the Battle rifles.

There indeed are players who will abuse the power of 9 man battle rifles to the full extent.

I don’t quite understand with the first part, but I don’t agree with the second.

The reliability which battle rifles can land shots on the opponent is very reliable.

An STG might be slightly easier to use, but an FG 42 user can just hose the enemy down (830 RPM btw, while the STG has 650 RPM) with lethal damage, and then run away with speed. You can examine some of my games playing. Germany just to see the case.

I play on PC btw.

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To make it clear, it might be easier to aim an STG. But, if we upgrade the weapon, and use vertical recoil reduction perk, it is actually rather easy to aim battle rifles. Am I wrong on this, everyone? And then, I can go hose down enemies in one shot with my 830 RPM, but one shot from the STG isn’t even enough to stop the enemy from shooting back.