SMG damage balance makes no sense

Right now, Soviet SMGs vs German SMGs are balanced so that German SMGs kill (down) in 2 shots, while Soviet SMGs kill (down) in 3 shots → but in return Soviet SMGs shoot faster.

So far so good.

The logic here being that slow rate of fire guns are supposed to have an advantage in medium range, while rapid fire guns are CQC guns - however the problem is that 2 hit kill SMGs deal 6.8 damage - which is JUST barely high enough for a two hit kill, while 3 hit kill SMGs deal JUST barely too little damage to not be 2 hit kill SMGs.

In other words, slow RPM and high SMGs are actually all 3 hit kill SMGs with the slow ones having bonus damage at close range - damage drop combined with very tight damage breakpoints completely reverses the roles of those guns.

Slow RPM guns are literally only equal in close range - while fast RPM gun have an advantage in longer ranges.

Am I the only one who sees this making no sense?

What would actually make sense is when rapid fire SMGs would be the ones being effected by damage drop - NOT the slow ones.

  • Yes
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0 voters

Also just for clarification, I was ignoring soviet body armor and extra Vitality from Paratroopers and Flamers, which would make this issue even worse.