[QUOTE=burawura;325308]OK in order to analyze this properly I think you need to look at distances of engagement. The SMGs are designed for close range combat (~2-10m in this game); you can see it in their accuracy/spread/recoil properties. Generally the SMGs have a poor accuracy rating, large initial spread, small added spread from spraying, and quick recovery time. This means that in order to be successful with the SMGs you need to use it in cqc only situations(which, granted, is most of the time in this game), you need to burst until it becomes inaccurate, then you need to let off just a tiny bit then burst again.
The ARs have a high accuracy rating, small initial spread, large added spread from spraying, and slower recovery time. This means that in order to be successful with the ARs you need to use them in longer (10-30m) range engagements, burst fire only (most guns 3 rds max), and let off alot more before letting loose with another burst.
Then we talk about the light rifles and shotguns, which seem pretty balanced from what I can tell. The Drognav and Barrett are good at picking people off from a distance, while the shotguns are great at melee distance fighting (beating the carb-9 in ttk in most cases I should add), and neither seem good at much else. Props to you if you can survive with a light rifle or shotgun in their off-ranges in this game.
The Carb is no doubt the best gun in the game: why?
Because it offers the best balance of damage per shot, rate of fire, stability, accuracy, and bullets per mag/reload value. The Carb simply seems to be the best DPS in the game at the most common engagement ranges around most objective areas. Its spread, rate of fire, and damage per shot characteristics are second to none in close range combat. If you look at the numbers at http://denkirson.xanga.com/738334226/brink/, you will see that all of the SMGs have the same ROF, yet the Carb has the highest damage per shot as well as a decent accuracy rating for an SMG. This means that at anything less than ~10m, the Carb simply wins when the players are assumed to have the same aiming skills/opportunities in a given situation. There are other SMGs with much better accuracy (galactic, kross, bulpdawn in order), but at the ranges they are normally employed the added accuracy is not nearly as beneficial as the Carb’s added power. The only SMG that comes close to the Carb in power is the Tampa which has poor accuracy but better reload time comparatively.
You all may be right in your contention that the ARs are underpowered compared to the SMGs, only time will tell. If anything needs changing, it is NOT an overall reduction in spread to all weapons. There are guns that are plenty accurate if that’s what you want. What would genuinely work to improve gameplay would be an increase in spread added while firing to SMGs only, especially the Carb (yes nerf it), and perhaps a boost to the spread reduction of ARs after bursts. The idea is to reward players who can control their fire (and range to target) a little better than just holding down the LMB while keeping their crosshair on the opponent’s head/chest.[/QUOTE]
there is actually a two issues really; first, making other weapons more useful, and making spray weapons (carb) less useful.
First, lets address the carb9. The problem is two fold. First, it has a really high rate of fire; and second, it does a good amount of damage for an smg. Yes, there are weapons that have higher damage and accuracy, more on those next, but with the high rate and decent damage of the carb, you dont have to aim for the head. The cone gets larger and when you are in a medium to short range area, as long as the head is partially in the cone of fire, you are going to get a headshot due to the saturation of bullets with the high fire rate. so most people aim for the upper chest and get the cone enlarges to include the head and with so many bullets flying you are getting headshots. Burst firing isnt really the full answer. Skilled players will still aim for the head and burst for better accuracy, but they don’t have to be as exact as it should be; just get the head kinda in the circle and fire a quick burst. So for the carb, there are really 3 means to fix it.
First, lower the cone to increase accuracy for both min and max scale - so that when you do spray you must aim for the head more, especially in short range. This works as a general easy fix but may not necessarily the best fit. This makes all weapons more skillful but it doesn’t necessarily fix the issue of making the assault rifles more effective as long range battles are rare in this game due to the map design (there are a few spots though) and the smgs will still have a better DPS and also get an accuracy boost.
Second and Third (Ill just combine them) for the Carb9 at least, you can either lower the rate of fire or lower the damage. lowering the rate of fire makes it more like any other weapons and removes some of its uniqueness, but would nerf it back to reality. Lowering the damage works fine as well since you would essentially have to spray a bit longer giving the enemy more time to react or take cover or get a more accurate shots in - but it may have a bit of a spray feel to it.
Next, theres the problem globally of all weapons. Carb9 shows what happens when you have high rate low accuracy weapons - it doesn’t necessarily make them any worse than high accuracy high damage, just different. But for the skilled players, they prefer high accuracy. The assault weapons right now don’t reflect the proper damage ratio for lining up the headshots. Making a good 1 sec. burst fire all hit the head perfectly when in sighted mode would be a means to do this. The FRKN does ok, but not at very long range which its designed for; You will get 1 or 2 out of the long range burst at extreme long range but not every time will you get all 3. If its going to work, all shots in the burst at extreme long range need to hit the head so that it only takes 2 bursts to take down a light. At medium range it does, if they are standing still and doing nothing and have no buffs. So IMO, adding more accuracy to the assault weapons, even if its just using the ADS, should be as well - and effective, as spray and pray weapons in the hands of a skilled player. A note on the FRKN, a slightly higher ROF in the burst could be the fix for that weapon.
Maybe nerfing the Carb9 will be enough, but the weapons in general still feel ‘off’ to me. I would rather have more effective weapons all around than just one thats slightly less useful.