I was using steady aim so the spread differnece is tiny. It wouldn't have made a differnece the game wanted me to die. Seriously there was at least 6 cqc hitmarkers that were complete bs. I seriously "frustration quit" like 5 games tonight because of the hitmarkers. That and the 1887 is much better at range than the spas.
I've been suggesting both of these ideas to Vahn for a long time, especially the damage-flip, so that it gains damage at further ranges, and loses damage up close. I've always wanted a 50-70 damage set-up so that only a headshot up close would deal enough damage to kill (assuming a x2 multiplier is used).
I got some ideas: If IW is intent on keeping the T95 a powerhouse, then keep it like that but make it not good at long range aka really low min damage, but jack it up on the M16 so there is some difference between them.
LMGs need their infinite range back.
AA-12,SPAS-12 and Model need a buff. AA-12 moreso because it is the worst.
T95: Increase hipspread to 5-9, 4.5-8, 4-7 [Same as MK14]
M16: Increase burst firerate to 1050RPM, reduce recoil to 30-30L/R; 0-20D/U
ACR: Reduce firerate to 655 [Or about 40RPM, as values on console are already ~630]. Reduce damage to 35-25.
MP7: Reduce minimum damage to 17.
Shotguns: If possible, multiple seperate damage drops [50>40>------15] so that range can have some purpose over damage. Effectively, create a very short range where they can 2HK[Or 4HK, depending on gun] without damage, then a much longer chunk that requires damage to be a 2HK. Gives them the extreme CQC consistency they need.
SPAS: Increase max damage to 40, pellets to 9
KSG: Increase pump speed for an RPM ~90
1887: Increase max damage to 40, 9 pellets
AA12: More reserve ammo, increase damage to 20-10