This topic is a bit heady, but I think it’s a worthwhile concept to discuss.
In general, most SMGs will have consistent damage relative to their caliber:
7.62mm Tokarev: 5.5/6.6 Damage
8mm Nambu: 5.6/6.7 Damage
9mm Parabellum: 5.6/6.7 Damage
9mm Mauser: 6.6/7.9 Damage
.45 ACP: 6.8/8.2 Damage
Instead of having these standard values, plus some arbitrarily higher and lower values, I propose that each pistol caliber gets two damage “standards”. Essentially, the values listed above are the low value, while each caliber also has a higher value, as a balance stat depending on the weapon:
7.62mm Tokarev: 5.5/6.6 Damage or 6.0/7.2 Damage
8mm Nambu: 5.5/6.6 Damage or 6.0/7.2 Damage
9mm Parabellum: 5.6/7.2 Damage or 6.2/7.4 Damage
9mm Mauser: 6.6/7.9 Damage or 7.3/8.8 Damage
.45 ACP: 6.8/8.2 Damage or 7.5/9.0 Damage
Now, I know what you’re thinking: Why? This standardization allows for two things:
- SMGs with relatively low rates of fire for their BR can get a damage buff that isn’t anomalous: Uragan SMG, M3A1 Grease Gun, M1928A1 Thompson, MP.40, and S1-100 would be example candidates.
- BR 5 SMGs could have the higher damage values as standard, all of which two-tap vitality at close range (becoming closer in strength to the current BR 5 select-fire meta).
To elaborate: MP.40 and S1-100 already have buffed damage compared to the standard, but the buffed values aren’t standardized nor surpass damage thresholds. And even if these standards weren’t applied to existing weapons, it means that new weapons could be added with this standard that trade low cyclic rate for damage, and not be considered weak for their BRs.
Example: the Sten Mk.V could be added at BR 2 with 550/630 RPM, but deal 6.0/7.2 damage to differentiate it from an otherwise stronger Lanchester with 600/690 RPM, but 5.6/6.7 damage. This logic can be applied to any two SMGs at the same BR where the primary difference is their rates of fire.
For BR 5 Balance: Select-Fire Rifles (AVT-40 20, T20 etc) have near-0.00 second TTK (one-taps vitality, only factor is time for bullet to travel). Because of this, any weapon that does not one-tap needs many variables to be very strong to compensate, especially in the context of eliminating full squads vs 1v1 engagements. SMGs already have worse dispersion and lower muzzle velocity than Select-Fires, so I think increasing bullets required to kill from (mostly) 3 to 2 at close range helps emphasize their strength where they should be a better choice than Select-Fires.
For Casual Players: Having a more diverse meta at any BR makes the game better for everyone. Many players who can’t control the higher recoil of faster firing SMGs of low/mid BR would have a stronger chance with the lower rate of fire damage buffs, and having stronger SMGs at BR 5 means 9 man squad select-fire spam is no longer an absolute necessity for meta chasers. As far as I’m concerned, everyone across the board wins from this.
Do You Want To See SMGs With Relatively Low Rates Of Fire Receive A Damage Buff?
- Yes
- No (SMG damage should only have 1 standard)
- No (it’s confusing)
- No (I want each BR to have a clear best option)
Do You Want SMGs At BR 5 To Receive a Universal Damage Buff (Two-Tap Vitality At Close Range)?
- Yes
- No (SMGs are fine)
- No (SMGs shouldn’t compete)
I appreciate any constructive feedback! Thanks.