“but what if I have red hat and i need to reload twice more often and what if my mom is making meatloaf”
5/5 arguments
Except you kinda conveniently forget that hyde is 1hk at close range.
Which is the tradeoff.
You kill everything and theyr moms twice faster than other AR’s at close range.
For that, your dmg drops to 2hk at further range.
Better at CQC slightly worse at longer range.
No what ifs and no buts about how red hat makes you aim worse.
Good, maybe you wont skip the english class next time.
Good at under 15m you know what that makes it a smg not an assault rifle. Given we have smgs in the game it gives no role for the hyde44. Second given that an ar can be accurate up to at least a hundred meter I think the stg44 got the better end of the deal. So with such a weak hyde44:why would I ever choose it over a smg.
When did I ever bring in skill level, said if you make it less lethal and less accurate if it was just one or the other I’d love it.
Yes making a gun with a higher rate of fire do less damage is balance 101 but you can’t make it then less accurate
I never said it was shotgun buck or bird shot any appreciable difference in accuracy is going to destroy its effectiveness
Second why is it both weaker and less accurate
If it’s weaker because it uses a smaller bullet
Than it should be more accurate, a heavier round increases muzzle club as rof increase faster than a smaller bullet
a gun with a higher rate of fire but a small bullet should not be both inaccurate and weaker.
Just compare battle rifles and assault rifles, battle rifles with bigger rounds means more damage but less accuracy
I disagree with the topic.
Firstly, it’s completely illogical: machine guns chambered for rifle rounds don’t kill in one shot, but assault rifles chambered for intermediate rounds will. If anything needs a damage increase, it’s machine guns, up to 15.3.
Secondly, the only countries that benefit from the author’s proposed concept are the USSR and the USA. Because German and Japanese assault rifles won’t be able to kill Soviets with body armor in one shot at any range. To one-shot at least at point-blank range, they need 15.3 damage.
Thirdly, what parameters does the author propose to use to compensate for the Japanese Type 2’s worst dispersion?
I love how you don’t see how wrong you are
If I have to hit twice as often to get a kill
And my gun is less accurate that means I have to shoot more than twice as many bullets
Secondly the gun does less damage and is less accurate can you tell me why that is
Lastly I don’t want a cqc assault rifle I have a smg with 50 rounds
I want a medium range weapon
Ps how many snipers use fully automatic weapon on automatic
The best snipers use bolt action
I said bigger bullets are less accurate than smaller bullets as you increase the rate of fire
That is a bolt action small round will be more accurate than a larger round
More so for a semi automatic and to an insane degree for a fully automatic rifle
How many sniper fire in full automatic again if you stop with the word play you might regain some inteligence
I mean why functionality not balance wise
Why would a bullet do less damage and suffer accuracy penalties
There can be reasons, a shorter barrel but not in this case
Second shooting twice as many bullets only helps if you don’t loose accuracy and do less damage
Ok you’re not an idiot you’re a troll I don’t think that is better
Firstly, in a forum post like this, you can’t provide all of the context that encapsulates the game in one suggestion, because that would require a lot of writing. I believe machine guns should also get a damage buff considering their existing penalties, but that is beyond the scope of the topic, which is Assault Rifles and how they perform in comparison to the meta pick, the Select-Fire rifle.
Second, I have been vehemently against body armour since I first learned about it’s exclusive damage reduction bonus. It should be changed to a cosmetic, because of how much it messes with game balance. If the StG.44 and Type 2 6.5mm had to be adjusted to one-tap vitality with body armour (15.3 damage on a Select-Fire one-taps vitality and body armour at 17m, if I remember correctly), balance would be skewed to an insane degree. The developers also already ignore the existence of body armour in their balancing decisions, otherwise weapons such as the Gewehr 41 and Scotti Naval would be balanced to these levels. All in all, it’s the body armour that should change here, not the weapons.
Third, I gave the Type 2 6.5mm the “worst” dispersion because it has one-tap potential, it has the same magazine size as most of the other options at 30 rounds, it has a bayonet that improves weapon stats, and it has the fastest rate of fire within a usable speed (900rpm or lower), and it therefore needs something to prevent it from outclassing the weapons that fire slower, and therefore have less subsequent kill potential. It’s meant to be nuanced because the specifics of balance doesn’t matter there, what matters is that all Assault Rifles have some degree of one-tap potential at close range, and their historical rates of fire are applied.
I really tried to make a point in my OP that while they can one-tap, they have nowhere near the stopping power (and therefore one-tap range) of select fires with this change. If we run an experiment, and attach the two bullets required to kill with every assault rifle that isn’t the fedorov, this means you halve the rate of fire and magazine capacity to represent a select-fire of similar strength. Such an experiment results in this:
AS-44: 330 rounds per minute, 15 round magazine
StG.44: 325 rounds per minute, 15 round magazine
Hyde 1944: 400 rounds per minute, 15 round magazine
Type 2 6.5mm: 420 rounds per minute, 15 round magazine
Looking at Assault Rifles this way, it is obvious why they aren’t a meta pick. However, the Fedorov Avtomat has the benefits of being able to one-tap Vitality at 21m and a 25 round magazine, but has to two-tap 47m before the Select-Fires do (21m vs 68m).
If “drastically changing the entire game” means Assault Rifles of all nations have a place in the meta and isn’t relegated to obscurity with poor TTKs and low squad wiping potential, then I’m all for it. They don’t replace Select-Fires, but they have a place to shine, and get to be more accurately represented in the process.
I think this change would be a really interesting update, and I would hope it comes to fruition. The one thing I would ask for though is a reserve ammo nerf to assault rifles and select fires (except for the Federov). Not to mention that you might also have to buff the RD-44’s damage to remain consistent.
Honestly in the context of the current BR system this probably seems a bit extreme, but in the context of a BR system where BR5 isn’t compressed then it would make more sense.
Currently most assault rifles are BR5 weapons, with a significant damage buff they’d be BR6 weapons, in the same BR as top tier select fires, heavy tanks, and jets.