Originally Posted by bbexperience
I agree, but they have a problem when you start talking realism. Realistic play isn't necessarily fun play. I do think there's a balance to be had and in many ways the problems with the mechanics that I have have to do with that very issue. Other than exactly what you said, here's just a couple of the other things that I would change.
- Make a more significant difference between gun classes as it relates to run speed and gun handling. Particularly the difference between ARs and LMGs. LMGs should be significantly slower in every way but also significantly more powerful. If balanced correctly they'd be used more to suppress an objective than to run around with.
- ADS sway for all guns, but especially snipers, should be more significant when in a standing position. No sniper fires from a standing position when they want to hit anything.
- Hip fire accuracy needs to be reduced. You really shouldn't be able to run around with a gun and just hip fire like crazy and hit anything at even medium distance. I'm pretty sure I've said this before but I had a chance to fire a MAC-11 in semi-auto (full auto illegal here) and the thing kicked like a mule. The idea of firing it in full auto while in a full sprint with any sort of accuracy whatsoever is totally laughable. Obviously, that's an older weapon and not every gun would have that kind of kick but the idea is still valid.
- Pistols should not be a viable primary weapon ever.
The LMGs are crazy slow....it takes twice as long to sight in, three times as long to reload, run speed is significantly less. Im not seeing anyone running around with them, and Im having a hard time myself doing anything but holding down objectives with them....but theyre absolutely brilliant at it. All it took was a few games of HQ and Hardpoint for me to change my mind about them. Ive been killed less than 3% of the times by all of them combined though, so theyre hardly being used.
I dont disagree that some of the guns can use more sway and/or recoil in general...most feel a little too accurate, especially compared to blops 1, which is where most of the speed difference between the two seems to be coming from. More shots hit you more quickly in blops 2 than in 1.
The hipfire has the exact same values as in previous games, its just that people have finally discovered how effective it is, now that its an attachment and not a perk.
But pistols need to be good...they cost the same point as a primary. Theyre deadly up close, useless at range right now...just like they should be.