Assault Rifle Balance Revamp: Jack-Of-All-Trades

Since I made an SMG Balance Revamp post, I figured I would do the same for Assault Rifles as well! This discussion will not cover dispersion changes, but I believe they should sit between 0.3 and 0.4. Check out this post if you want that! Buff AR Accuracy

As for Assault Rifles in general, the Fedorov Avtomat currently stands out as the strongest option by far. This is because the Fedorov can one-tap vitality at 21m, has a solid rate of fire, magazine size, and very good dispersion. For contrast, the other Assault Rifles at BR 5 either two-tap vitality, or have a 15 round magazine. With that in mind, I believe Assault Rifles should have the following characteristics:

  • Capable of one-tapping vitality at 10-30m; 13.5-14.0 damage (Select-Fires with 15.3 damage one-tap at 68m).
  • The larger the magazine and faster the RoF, the worse damage, or recoil, or dispersion.
  • Any Assault Rifles with historically inaccurate cyclic rates will be adjusted (AS-44 Model 5, StG.44).

And to anyone who doesn’t know: the 6.5mm Arisaka fired from the Fedorov Avtomat has comparable ballistics to 7.92x33mm Kurz and 7.62x41mm M43. Here’s an image from a previous post:

Intermediate Cartridges Comparison

Now, I will list off each Assault Rifle with updated stats. For Recoil and Dispersion, I will use a generalized rating, since it’s for fine tuned balancing:

Fedorov Avtomat:

Damage: 13.9 (One-taps vitality at 21m)
Rate of Fire: 600 RPM
Magazine Capacity: 25
Attachments: Bayonet (as of Far Eastern Front Beta Test)
Recoil and DIspersion? Above Average


AS-44 Model 5:

Damage: 14.0 (One-taps vitality at 30m)
Rate of Fire: 520 RPM
Magazine Capacity: 30
Attachments: Bayonet
Recoil and Dispersion? Excellent


StG.44

Damage: 14.0 (One-taps vitality at 30m)
Rate of Fire: 540 RPM
Magazine Capacity: 30
Attachments: None
Recoil and Dispersion? Excellent


Hyde M1944

Damage: 13.6 (One-taps vitality at 15m)
Rate of Fire: 800 RPM
Magazine Capacity: 30
Attachments: None
Recoil and Dispersion? Okay


Type 2 6.5mm

Damage: 13.6 (One-taps vitality at 15m)
Rate of Fire: 840 RPM
Magazine Capacity: 30
Attachments: Bayonet
Recoil and Dispersion? Below Average


In summary, while Select-Fires will still excel at mid to long range, and SMGs will have unmatched squad wiping capabilities at close range, Assault Rifles at BR 5 will occupy the middle ground. Jack-of-all-trades, master of none.

Do you want to see a universal Assault Rifle buff at BR 5 (Fedorov Avtomat standard, Historical cyclic rates)

  • Yes
  • No
0 voters

If you disagree, I would really appreciate seeing the reasoning why. Thanks!

14 Likes

This would probably help the sniper assault rifles to be viable. The MKB42 and MP43 could use with revamps too - a bayonet lug for the MKB42 would help make it unique and worthwhile, even if the stats are worse.

Overall though - I’m uncertain how well it would play out, but it would be a nice change to test! Something to break up the homogenous 9 man SF meta would be nice.

3 Likes

I quite like this, I’ve long thought about something like this, but I thought I was alone in thinking like this…

There’s nothing wrong with the game simulating why every military eventually switched over to Assault Rifles, BR V is the place to be for advancing these types of things in…

It would also finally put forward a alternative to the x9 infantry SF-rifle META, smaller but more versitile squads should definately have their own space to shine.

3 Likes

Totally. At this point, I feel like MP.43/1 should become a premium squad weapon with identical stats to the StG.44, and MkB.42(H) can possssssssssibly be BR 4 with the damage buff and RoF increase to 540, so long as the dispersion and recoil are possibly even worse than they already are.

4 Likes

Exactly! Between this post and my “SMG Balance Revamp” post, the intention is to make ARs and SMGs as close to balanced with existing Select-Fires as possible at BR 5. I know at least for myself, if I’m forced to sweat, the game gets really stale with the rifleman spam.

Rather sensible and above all, balanced, suggestion.

I approve everything said up.

3 Likes

ok do you have something against the us and japan or is this by accident
let me explain germany and ussr both have hitting power at 30m and accuracy
The us and japan have rate of fire but worse accuracy and a one tap range of only 15m
its halfway to being how the balance us and german machine guns
meaning a less accurate gun must have a bigger magazine or a faster reload
that is the hyde 44 with a higher rate of fire, less damage and the same magazine needs a faster reload, a higher rate of fire is actually a hinderance if you have the same size magazine
given that all reload at 2.6 to 2.7 second needs to be fixed
so something like a 1,8 second reload or a 40 round magazine might be more fair

otherwise
german and russian ar
0 magazine size all the same
0 reload all the same
accuracy +1
hitting power +1

us and japan
rate of fire +1
accuracy +0
there less accurate
hitting power +0
15m vs 30m

german - ussr +2
us - japan +1

I gave the Hyde M1944 and Type 2 6.5mm a shorter 1 tap to compensate for the higher rate of fire, since 1 tap potential + high rate of fire = faster squad wipes. Faster RoF is definitely an issue for guns with 30 round magazines when you go over 900 RPM, but even the Type 2 6.5mm is close to that threshold.

The intention is for them to be balanced around historical rates of fire, not necessarily trying to be biased on any ends of things. We likely give the value of stats different weight.

yes but you also made them less accurate, a gun with a small magazine, high rate of fire, weaker hitting power is more of a hinderance
you cant nerf power and accuracy and only buff rate of fire
its become not a medium range weapon but a short range weapon
again you need to either increase the magazine size or decrease the reload speed because these guns are going to drain ammo far faster to kill the same number of enemies

its a good idea but these are no smgs just a higher rof is not enough

we’re talking about weaker hitting power in the context of one tapping, but at a shorter distance. If your gun can theoretically one-tap 30 soldiers at 840 RPM, that’s very strong without something to balance it out.

We’re kind of nitpicking at this point, main thing is they should all have one-tap potential, and should be balanced according to their rate of fire. Specific amounts don’t matter, hence why I didn’t use specific amounts.

then they should all be equally accurate, yes balancing rof and hitting power is fine if they were equally accurate.
i assume you are nerfing one hit because of bullet size, then linking rof to accuracy.
the problem is a smaller bullet has equal if not greater accuracy at a higher rof. just compare the m16 5.56 and the ak47 7.67 at burst or full auto the m16 is more accurate.
so you have to balance the size and power of the bullet with rof when calculating accuracy.
heavier bullets have more muzzle climb made only worse at higher rof, having a lower rof can help. so yes 2 guns with the same bullet will loose accuracy as rof climbs but so will you loose accuracy as the size of the bullet increases.

Federov has a ton of recoil in comparison to stg and as44. As44 offers a significantly better shooting experience than Fedorov. To just claim it’s the best is just an opinion. I don’t think assault rifles should be able to 1 hit kill anything. Their bullets are supposed to be much less powerful than SFs, so that argument doesn’t work.

1 Like

The recoil is very controllable

It is a general consensus in the community that the Fedorov is the best assault rifle in the game, so you’re just giving your opinion not he

2 Likes

The higher RoF is extremely helpful at any ranges beyond the 15m and 30m respectively

What it means in reality is guys all guns will perform similarly up to 15m due to them being 1 shot

In 15-30m bracket the German and Soviet ARs have a clear advantage due to still retaining their 1 shot potential

In 30-60m range the US and Japanese have clear advantage thanks to their firerate

The dispersion value being worse on higher RoF guns serves a very specific purpose. The higher RoF gun generally has an advantage when you have identical dispersion values, since they can roll the dice more often for a chance to hit. By reducing their chance to hit you can get them in line with a gun that shoots slower but has better chance to hit

You can think of it as having to roll a specific number on a dice. One person has a dice with less sides, while the other has a dice with more sides but they get 1 additional roll per every 3 rolls

1 Like

yes i understand the concept of dps, that is calculating potential damage, things like rate of fire, damage and accuracy all come into play. now in a vacuum without magazines and reloading that works. if you can shoot more but less accurate bullets that do less damage it can balance with fewer more accurate but more powerful bullets.

the problem is if they both have the same magazine and reload you spend more time reloading. having more bullets with less damage and less accurate is not offset by rate of fire because you spend more time reloading. You need to buff the reload or magazine to balance them out.

the model is close to both the us and german machine guns and machine guns. us machine guns do the same damage but have smaller magazine but have better reloads. us sub machine guns are less accurate but do more damage.

you do see the problem rate of fire is not enough to make up for lacking in damage and accuracy. second why are they less accurate and do less damage. a higher rate of fire will lower accuracy but so will a bigger bullet in a fully automatic weapon. So pick one either they do less damage or there less accurate no bullet is both.

the turn economy is not comparative to a real time game system. if i do less damage for a full magazine which i spend more turns reloading. thats the missing element reloading because i have the same magazine.

both players shoots because its less accurate and is a weaker round less damage is done, i spend less time shooting but every time i empty a magazine i have to reload. let us say you have a hundred health and do 50 and 100 damage. 1500 and 3000 potential damage.

now lets say it takes five seconds to shoot my load and ten second to shoot theirs. were already tied and have not even gotten to accuracy. we already both have 3000 potential damage every ten second, this also ignore magazine size and reload.

in one minute without reload i would fire 36 000 potential damage and so does my enemy. but i had to reload 12 time and mt enemy 6 meaning it took me 84 seconds and them 72.
shaving off two rounds mean i have 10 or the same as five of my enemies,’

which just accounting for rate of fire and damage magazine and reloads i am doing 15% less possible damage. adding accuracy discrepancy only compounds the problem. I understand trying to balance a higher rate of fire, but you cant nerf both accuracy and damage. you need to increase magazine size or decrease reload, prove me wrong.

You do understand that once you finished your magazine with high rof gun you dont have to stand and wait untill the opponent also empties hes slower gun and reload at same time ?

You’re right but changes are I have not killed them if they have not killed me, if they have not made a single hit chances are I have not made two. Five seconds in I have fire 30 bullets and they fired 15. I need to hit two meaning one in every fifteen. They have to hit one in fifteen as well fair match up only my gun is less accurate. Meaning they have a better chance to hit the one shot in fifteen then I have of hitting the two in thirty. So even without reloading if my I take two to kill and they take one they still come better off.

One hit kill STG… well it is a rifle in the end but man, that would drastically change the entire game when all intermediate cartridge guns one hit kill now.

I rather see them deal something like 12 dmg so that damage drop doesn’t effect them as much together with a massive accuracy buff.

I think one hit kills should be reserved for semis and bolt actions - and as such I would like to see select fire rifles be much much harder to controll on full auto, to force the shooter in using it in semi automatic - as one would do in reality.

Isnt that kind of balanced ?
Or what exactly are you asking here ? That because you fired 2 bullets the first should kill him right there where he stands and the 2nd kills him when he spawns again ?

Thats kind of up to you, I cant make you a better shot.
Definitely not gun fault.