Right now SMGs are only useful under 30 Meters or else you will get out gunned by a bot, SMGs are supposed to be effective a 100 Meters in short bursts but
Unrealistic bullet deviation, Terminator bots, and unrealistic damage and dropoff prevent that from happening.
If submachine gus were like that in real life they would of quit using them after WW1
That’s because basically everything is balanced to size of game’s map. Do you think that for example tank’s canons are acting just like in real life?
Nah, mate. This is all done on purpose. I think your suggestion is wrong. Smgs are overpowered for storming objectives, we don’t need them to be complete all rounder as endgame assault riffles.
It’s a game, what a surprise everything isn’t realistic.
Then assault rifles and american lmgs will become worse than smgs since most of them have 20-30 mags instead 50 or more of smgs, their power is in drop off not being as harsh as smgs, change them that way and everything will be obsolete instantly compared to smgs, are you trying to make Conders god tier weapon that could defeat even a God? They could increase dmg a bit but that’s it they don’t need a huge dmg at distances over 30m. That’s Fedorov’s, BAR’s and STG’s job. Only weapons that really need buff are Semi autos (got overnerfed and bolts got buffed by a ton), shotguns and Tank’s HE that bounce and don’t deal any damage way too often.
Counter suggestion for game balance reasons:
On full auto, they behave like they currently do.
HOWEVER
If switched to semi-auto, they get the changes that you suggested.
This would help keep SMGs in check while still giving you the range option.
This mechanic could be used on other weapons as well, like the BAR as a good example. Normal fire mode is less controllable, but with slower fire mode or semi-auto, they are given better recoil and deviation.