Original Post — Direct link
R6 has a problem (it has a lot of problems lol) but this one is not something that's COMPLICATED to fix
This game has how many weapons total? And of that, id say AT LEAST half never see the light of day (outside of memeing) and I think thats an issue
It definitely contributes to the staleness of the game, when everyone runs the exact same weapon/attachment setups all the time

These are my suggestions to help re-balance weapons such that players ACTUALLY have a choice when equipping their characters

I understand PERFECT balance is basically impossible, and those who want the perfect min/max stats will always pick whatever the meta favors, even if its slight
But weapons CAN and SHOULD be made balanced enough where personal preference would be enough to sway some players between weapons
Weapons with less than 1% pick rates are the primary target issue here

General Weapon Changes
---Remove the damage reduction from suppressors
Suppressors almost NEVER get used, ever. The reason is two fold- not only do you lose out on recoil-reduction, giving you a disadvantage in a straight fight, but they ALSO reduce damage making it even MORE important to get headshots, which are already harder due to lack of recoil-reduction
Simply removing the damage reduction would make suppressors a solid trade off: Gain a slight tactical advantage at the cost of a slight disadvantage in a straight fight

---Balance shotguns with damage and damage-dropoff INSTEAD of spread
One of the biggest issues with Shotties is their insane spread makes it impossible to get consistent results. You can aim dead center mass on a target, well within a 1-tap range, but the insane spread can mean that pellets go wide anyways, go between legs, and what not (especially on the smaller 3-speeds). Giving them tighter spread to works with improves consistency, and makes them more dependent on proper aim, rather than spam (the only way they really work rn). Then they can simply be balanced through damage and damage drop-off to prevent them being snipers

---Give all shotguns "slugs" as an attachment option
No idea what the exact results would be, but it would definitely shake up the weapon meta, and maybe even get some use for those rarely touched weapons

---Make shotgun spread size constant (regardless of ADS, laser or otherwise). Instead, make hipfire land the shotgun blast randomly within the Hipfire circle, laser tightens the hipfire circle, allowing better prediction of the blast zone, but doesnt ACTUALLY tighten spread
(This would make lasers OPTIONAL for shotguns, not 100% necessary as currently)

---Revert the "fire in the middle of a reload" mechanic
I truly don't get why they did this in the first place (referring to how you can be in the middle of a reload, but instantly fire with all your remaining rounds even if your character removed the mag). Reloads have ALWAYS been a tactical aspect of any shooter. A player must ask "do i have time, cover, position, etc to do a reload right now". This is the ONLY game I know of that entirely disregards this. The game already has reload checkpoints; it should be that if you start a reload, remove the mag, you cannot fire your primary. You may switch to a secondary, but if you then go back to primary, you must STILL complete the reload to fire frmo the point at which you left off



Doc/Rook
---The P90 is basically never used, and for good reason. In a game all about headshots, the minimal recoil of the MP5 combined with its scope simply makes it arguably one of the easiest guns to use in the game (at least at higher skill levels where headshots are the norm) You could make its damage 1, and id bet a LOT of people would STILL prefer it to the P90 as it nets you those headshots. My suggestion is this: Increase the base damage of the MP5 back to its original value, and increase its recoil (the only REAL nerf in this kinda game) to be higher than the P90.
9mm should kick harder than 5.7

The result is you have a choice- High damage/High Recoil, or Low Damage/Low Recoil
This would also indirectly nerf spawn-killing as the Mp5 is the #1 weapon used to do so

Castle/Pulse
Slightly increase base damage, MAYBE also increase recoil. Its 45 ACP, arguably the hardest hitting SMG on the defending side. 38 dmg simply doesnt cut it
42 sounds about right.


Ash
The R4C is undoubtedly considered to be the BEST gun in the game. Nobody EVER takes the G36 over the R4C, and why should they?
Insane ROF, low recoil, solid damage; compared to the G36's what? SLIGHTLY higher damage?
Increase the R4C recoil, such that the choice between the two becomes: Precision accuracy, vs Spray
Id also let the R4C have ACOG again

Finka
Increase her SPEAR 308's damage
Right now, there is no reason to take it over the LMG

AK12
Slightly increase recoil, again, to give the LMG something over the AK for Fuze
And I think Ace is performing well enough that he can survive a SLIGHT combat nerf

This is all I can think of off the top of my head, feel free to add to it

I want to see the weapon/attatchment meta get spiced up
We dont need NEW items
We need old items to be consistent, reliable, and competitive to the other options



Additional:
Glaz
---The sniper for Team Rainbow has a rather pathetic weapon right now
If nothing else, up its damage to like, 80
It needs to be a feared weapon
MAYBE reduce ROF slightly to compensate
I kinda think the balance between Kali-Glaz should be similar to Pump vs Semi shotguns
1 can RELIABLY 1-tap
The other, not as much, but still does a lot of damage
about 4 years ago - UbiShoreman - Direct link
I'm really excited to see where a thread specifically related to weapon use goes! We have a huge "operator rebalance" thread on steam that' been offering up a great idea of the communities sentiment onf ops as a whole, but we don't have a current weapon thread, this was a really great idea!

A couple questions that I have (and also to promote some conversation here)

For suppressors, in a sound oriented game, do you feel that suppressors should have some downside? i.e. a full damage Maverick silence poke with the AR-15 could get nasty. With the proposed changes, do you think it would be important to take the suppressor away from some ops?

By balancing the shotguns, I assume you want a less "High risk high reward" system? Essentially taking them from a "12 gauge" to a "20 gauge" area?

I think the slug option is definitely interesting but could get a little out of hand depending on how the balancing looks. Do you propose this is only applied to certain shotguns in order to boost pick rate? And if so which ones?

Do you feel that flatlining shotgun spread would take away some from players individual an unique style? For me, I prefer really tight spreads (Frankly, I'm a Kali main and like my precision) but that probably doesn't look the same for everyone. What shotgun most closely aligns with what you think would be a good medium for everyone?

Fire in the middle of reload is something that I'm split on, because I'll happily take a kill in the middle of a reload, but simultaneously I absolutely get where you're coming from.

I'm working through the rest of what you've said but these are a few ideas/thoughts to get this thread going!