I was just wondering that why are the assault rifles made worse than the SMGs in almost any aspect. The fights happen often in close quarters where SMGs and shotguns shine, but what about assault rifles? And if I try to take advance from longer range with controlled bursts it ends up into a mess with recoil and holes in walls. And the ammo count is ridiculously low when compared to SMGs, which (no matter how many times I try to get any sense out of it) I just cant understand.
The issues are:
- Unpredictable recoil (PC): After shooting a pair of bursts the gun starts to whip wildly in random directions making the controlling absolutely impossible or sometimes just totally randomly. Why doesnt the recoil act like in other games, just vertically and at each shot? As if the recoil would be slowly increasing single shot normal recoil you could estimate how many bullets you can shot still hitting the enemy per bursts. Now with the current system its hard to say how many shots each weapon can shoot before the sick recoiling starts.
- Low ammo count on ARs, MGs and pistols: Why? It just means you have to play soldier to use these weapons without having to run back and forth in a command post (theres not always helpful soldiers in the pubs, who follow you all the time).
:rolleyes:



Most of things effect the “base” spread but not how much it actually spreads, therefore making anything past 1 shot no more accurate.
This is an obvious choice and why? Brink really isn’t seeming to want people to achieve some kind of skill in shooting asides the light rifles :mad: