Yes, more ammo is needed.
No, it is fine as it is.
Should semi auto sniper rifles have a higher ammo capacity than what it currently is? (68 rounds)
For those who do not know, at max ammo capacity skill along with medal the total ammo count is 68. Magazines that are standard with the rifles hold ten rounds, but there is an "extended mag" located in Media Luna which holds 20 rounds(The actual standard and what is issued/used). My personal opinion is that 68 rounds is too low, furthermore it renders the MK 14's full auto capability useless at such a low cap, which is a shame, because the rifle can easily be set up to be a great battle rifle. However, like I said, the ammo cap renders this useless.
Keep in mind, the SR 25, G28, and MK 14 are the same caliber as the SCAR 17 which can hold over 200 rounds with max skill and medal, so it really does not make sense to go from having 10+ 20 round mags to having only 3 topped off 20 round magazines when weight is going to be almost exactly the same.
Yeah, at least a 25% increase, or round it up at 100 rounds, 5 extra mags seems reasonable, since the scar itself is 7.62mm and carries much more ammo.
On a side note, Ubisoft needs to fix the size of the G28 magazine model, those HK mags are at least twice the size. Looks like a toy.
"As an elite squad with access to the latest military tech, the Ghosts decide what weapons or tools to bring to the field. Choosing what guns to add to your loadout will let you engage with your targets any way you like. Whether you prefer to go unseen with long-range rifles and silenced handguns, or break down the front door with assault rifles and shotguns, the Ghosts’ true-to-life arsenal will give you the tools you’ll need for the job."
Ammo capacity limitations are a direct hindrance to being able to engage targets any way you like. The MK14 is merely an M14 dropped into an EBR stock and the M14 started out as a battle rifle, so why not be able to use it as such?
"And you’ll do more than simply choose your firearm – all firearms in the game are fully customizable, allowing you to swap out attachments to tweak various attributes of your weaponry. The in-game gunsmith allows you to swap out optics, muzzles, magazines, stocks, and much more, all of which will affect the performance of your weapon. You’ll be able to tweak your firearm’s noise, accuracy, damage, rate of fire, range, handling, and penetration, giving you total control over how you approach your missions."
While this game is lacking in a Designated Marksmen Rifle category, this could still be implemented in the current game by allowing the sniper scopes to be attached to the assault rifles and realistically so it would make sense to have such scopes on the majority of the assault weapons to serve as a DMR role. For those worrying about it making assault rifles overpowered, it could be made so that an attached sniper scope negates the ability to attach a grenade launcher at the same time. If they did implement this, there would be no reason to withhold the red dots and other sights from the semi auto snipers to utilize them as more of a battle rifle. But in the end you still suffer the problem of a lack of ammo to sustain a direct confrontation unless this is changed.
Both quotes come from https://ghost-recon.ubisoft.com/wild...ost/index.aspx
If they do anything with a DMR class they need to add the MK12 Mod1 https://en.wikipedia.org/wiki/Mk_12_..._Purpose_Rifle