Keep it the way it is.
Up the pwr of short barreled 5.56 to 31-35 pwr range. Leave the 20’s pwr for 9mm/.45only.
Not option 1 or 2 but agree that something needs to change with the damage values.
I love that you guys added the DD MK18
I was hoping for a real Mk18 with fde rail and LMT SopMod stock but I digress.
Please, please please make the Mk18 at least a 27
Making it along with any 5.56 Ar-15 platform as powerful as a 9mm in the game is just ridiculous. I’m sorry to say this and mean no offense.
Even a 10.3in barrel still has a heck of a lot more power than a handgun. Velocities would still be well over 2000fps on a standard ball cartridge.
This game is supposed to be based in reality, please continue with the fantastic updates.
I believe the game would be more balance if you changed the damages of pistols and rifles.
Pistols would be in the 20’s damage exclusively.
9mm being 20-25 power.
.45 acp would be high 20’s I.e. 25-30
5.56 rifles should be 31-35 and under for short barrels.
5.56 rifles with longer barrels should be 35-40
762. ASR should have similar values with short and long barrels in the 41-51 range respectively.
Anyways, even if you bring it up to 27 along with the other similarly weak AR’s would not only improve the game but encourage users to use those weapons as well.
I don’t use Ar’s with 22 damage because their just too weak but if they had more power I’d equip them more.
Thanks for listening and I hope someone at u is oft reads this.
Agree with all of your points. The MK18 and other similarly weak ARs would be more viable with a damage buff and would give more incentive to use those weapons. I was hoping for the MK18 to be my "endgame" weapon, but I feel like I'm handicapping myself when I use it. Even during an active fire fight(especially if I'm playing at a high difficulty and am going down in 2 or 3 shots) the mk18 can't shine as a CQC weapon.
I was hoping this would be my endgame rifle as well. I own a mk18 cqbr and I love it. It’s a handy rifle and has a range of around 500 meters depending on ammo.
I’m glad I’m not the only one that feels this way as it’s frustrating to have such a weak weapon.
I’m hoping this poll gets traction so the devs can at least see it or respond as to why they think it’s a good idea to have such a weak rifle.
Remember to vote in the poll
And if you have, THANK YOU!
Actually, they didn't. They added a SIG 516 with a Daniel Defense RIS II rail, which would be impossible to do in the real world. The relatively slim RIS II doesn't have room for the SIG 516's external gas piston. If you look at the model in game, it actually says: "516" on it. The lower also has the SIG style fencing around the magazine well and an ambidextrous magazine catch like the SIG 516 and 716 AR's do. The gun we have in game is either a Daniel Defense MK18 nor a SOCOM issue MK18 CQBR Block II gun. It's only got the right furniture and rail for the Daniel Defense gun and only the right rail for a DD retail gun.Originally Posted by thehoneybager Go to original post
As a side note, not all SOPMOD stocks are made by LMT. Crane and B5 Systems have made them for SOCOM as well. Had the developers done this right, they'd have started with the M4A1 and modified that model to create the MK18.Originally Posted by thehoneybager Go to original post
We should also be able to use the SOCOM 556RC2 with the MK18 in game and we can't. Even the M4A1 won't let you use that. It only attaches to the M4A1 Assault as far as I know.
This is absolutely necessary. Otherwise there is zero incentive to use it. In fact, the only AR variants that make sense to use are the ones that do at least 27 damage per shot when fully upgraded.Originally Posted by thehoneybager Go to original post
No disagreement here. The 5.56x45mm NATO round out performing 9mm is literally the very reason why SEAL teams and SOCOM switched from weapons like the MP5 to the MK18.Originally Posted by thehoneybager Go to original post
It's worth noting that the MK18 typically fires the MK262 ammunition which is a 77 OTM round instead of the standard M855/M855A1 SS109 ammunition the rest of the Army, Marines, etc. use in the standard M4A1 and other weapons systems.Originally Posted by thehoneybager Go to original post
The game features Terminators and drones that make sculptures. Reality was never in the games base design.Originally Posted by thehoneybager Go to original post
Developers don't go for realism. I don't think balanced is the word you are looking for.. If the game were balanced, every weapon would have trade offs that made them make sense in certain situations. This isn't realistic as all AR variants are more or less functionally the same. Realism however, would have all these rifles performing the same with the only differences being accuracy over range and controllability under fully automatic firing. Higher cyclical fire rates impact this negatively, while shorter barrels effect accuracy or damage over distance, etc.Originally Posted by thehoneybager Go to original post
Well, if Ubisoft actually made all the AR's damage about the same then the only reason to use one over another would be their other stats or most likely, cosmetic preference. As for the other numbers you laid out, I am not going to pick that apart other than to say I think your numbers are too high across the board. In all honesty, the 22 damage per shot AR-15 variants are fine with good shot placement against human targets. Where you really run into issues is when shooting drones like the AAMON or Behemoth or dealing with boss fights in the raid. At the highest difficulties these values may be too low against soft targets as well. I don't know, I haven't played it on anything other than normal. Either way, the 22 damage per shot AR's are worthless from a drone / boss DPS perspective. They aren't viable for the tougher content which is why no one uses the SIG 516 or some other AR variants.Originally Posted by thehoneybager Go to original post
Sadly the issue is dumb as rocks AI enemy
Ubi in its wisdom went with bullet sponge model vs investing effort to improve bots, imagine if bots reacted to hits vs plowing forward like the tanks they are
If they make guns stronger then bots will receive damage boost and armor increase
Until they fix bots it will always result in like increase to bots, thus negating any thing other than change to stat numbers