Shotguns should suffer the same random artificial inaccuracy as every other gun while spamming jumps/walljumps, in my opinion. What I’d like to see done is specifically a randomization of the center point of the spread of pellets while spamming jumps/walljumps. No widening of the spread, it should still fire a spread of pellets in a fixed pattern the exact same size whether you’re jumping or standing still, just subjected to same the element of RNG spread present while jumping on literally every single other weapon in the game. This would be an excellent way of discouraging that playstyle.
The Dreiss needs less horizontal recoil, and a fire-rate nerf. that’s all I’d do to it. reducing the fire rate without changing its spread would help players control it better, since it would be blooming more slowly with the lower fire rate, and it would be a lower TTK as well.
For sniper rifles, i’d honestly just stick more aimpunch on them to emphasize taking clean shots from unexpected angles opposed to camping one position and creating a no-man’s-land that everyone has to work around because it’s not worth pushing a sniper who will hit you even if you know where they are and start shooting them first. Snipers are the ONLY weapon I condone noticeable aimpunch on, because they are completely overpowered and unfair to play against above a certain skill level, and the ONLY counter to a good sniper is a better sniper with a positional advantage, especially with spotting abilities like snitch devices and heartbeat sensors that essentially give them completely legal wall-hacks which remove awareness as a required skill for survival.
speaking of spotting abilities, nerf the fuck out of the heartbeat sensor and snitch, please. These abilities have what amounts to 100% uptime, because their duration is slightly longer than their cooldown, and it simply isn’t fair that such an incredibly powerful ability can be used indefinitely. They should be active like 1/3 of the period that they ARE active in my opinion. Think Hanzo’s sonic arrow from overwatch, or widowmaker’s ultimate. There’s a damn good reason “spotting” type abilities are either on a very long cooldown, or are a fucking ultimate ability.
Honestly though, i think simply doubling everyone’s max HP with no other changes would be a huge improvement in terms of balance. Longer TTK games just feel more fair, one hit kill weapons/abilities are bullshit and anti-fun to play against. lol. If that could be a setting in rentable servers, i’d love to try it. Just double health for everyone, literally no other changes.
actually on second thought you’d probably have to double the time it takes to repair/plant/defuse/deliver objectives as well