I think people mean to say that they are weak compared to the AR’s. And given the option your going to use the AR over any other class, unless otherwise forced to. I think changes can be made to gun-play to allow other guns to be more effective then others in respected range zones.
Cause lets be real your have a peacemaker, scalar, ace, bulldog, empire, devil’s bane, or Maplestrike/Zube your going with the AR. The only gun I would choose over the AR would be devil’s bane if I new someone was in a 1x1 or small building.
Those guns are not useless but are only really seen in your primary/secondary slots if you have no other gun. Peacemaker great early game gun, second you get a rifle that gun is flung out the window or in my case scrapped. Especially since so many guns share low-caliber military, but for U2 we already have different calibers for different firearms so that will definitely change up gun variety.
Again like you said the ace is great…to get gear when naked. Once geared you throw it to the side or stow it in base never to see light again. Me and my friends call it the trusty ace cause of how many times we have killed players to start our snowball. But never will anyone carry it as a sidearm unless using something bummy like the Sportshot.
We can never make every gun in the game great. Some will just be bad like the Sportshot, but smg’s are never a main weapon, when given the option over an AR. Calling Card is the only SMG I have ever taken out when end game geared.
I mean why do people use pistols and SMG’s in real life? Because there quick and light. A pistol should have a quick draw time from the hip and quick ADS speed, along with SMG’s. A pistol would have a utility even when an AR is present. Someone sneaks up on you or is acting fishy and you need to draw quickly, the pistol can be flung out faster than the long barrel AR. Like I said above SMG’s should have more accurate hip-fire and be generally lighter offering a different type of game-play.
I think that’s the main point as well of this post is to see different types of gameplay be viable. Quick fast hip-firing room clearing SMG action and fastest gun in the west pistoleering. I don’t want to see everyone using different guns for the sake of diversity but to have more options in game play. Run and gun or calm and collected. Will I sacrifice ADS speed for accuracy or will I sacrifice range for faster fire rate.
Like I said not every gun will be good, some need to be bad but I think classes should have a more rock paper scissor thing going on then how it is today. Yes SMG’s are decent in 3.0 but do not excel in close quarters like they should against an AR. There class should be used for a reason, not a backup.
I think also concerning shot guns, they should see a range improvement. Great up close but anything 15m away is out of the question. I think this also depends on the round being used and the barrel choke. Would be cool to see a shot gun choke allowing for tighter spread and longer range, or slugs. Those options change the game play up for shot guns and could used in a lot more situations or even carried as a main firearm. Games like deadside and Rising Storm Vietnam give shotguns there true powers. They have damage drop off and the obvois spread of the pellets making them a lot more viable but still balanced.
Like you said they are not weak but I don’t see a weapon (SMG’s mainly) being OP in its respected zone . Up close it should be OP, but at mid range should greatly fall off and not a long range gun. OP guns are the Maplestike being good over other classes as close/mid/and long range. And instead of just making the AR bad the other guns should see there lime light in there designed roles.