Just going to jump to the chase this time:
M27: Needs slightly better handling to compete. Otherwise balanced, as it's one of the best ARs for medium and long range combat.
Problem is: Where is the medium and long ranges not infested with snipers?
MTAR: Why is it a 5 hit kill on longer ranges? Otherwise balanced. Could have had an even more improved 4 hit kill range compared to Type 25.
Type 25: Borderliner -- but is fine if M27 gets better handling and MTAR becomes better on longer ranges
SCAR-H: Useless on long range, outclassed by Type 25 on short range and long range, and outclassed by AN94 on every range imaginable.
Outclassed by all assault rifles on long range, now that I think about it.
M8: Needs slightly more recoil AND a larger burst-fire delay.
This is going to see competetive play a whole lot as the best assault rifle in the game hands down.
Put on selective fire, and it blows Type 25 out of the water and into space for short range combat.
SWAT556: Balanced enough -- if M8 gets some more recoil and a longer burst-fire delay.
Otherwise, it's completely outclassed by the M8.
FAL: Needs slightly more recoil and to be a 4 hit kill on very long ranges -- it's already the best precision rifle in the game.
This is going to see competetive play a whole lot.
SMR: Needs to have the same rate of fire as the FAL -- or to have 65-48 damage, for a better chance of bullet penetration kills. Look at Mk14 in MW3 -- or even M14 versus G3 in CoD4 -- where the G3 was the best rifle because of it's accuracy, despite the lower base damge AND both of them having the same rate of fire.
M14 was only useful on short range -- like the SMR is now.
Except the FAL is better on short range in Black Ops 2, too.
It's rate of fire is very annoying, and I'd rather see it have even worse-hip-fire and even longer ADS times if it is allowed to fire as fast as the FAL.
(It already has worse hip-fire and longer time to aim down the sights -- but it's main problem is ALWAYS, chronically, losing to SMGs on short range no matter your setup -- unlike the FAL which thrives on shorter ranges. And medium ranges. And long ranges, And sniper-range.)
MP7: Needs more sway to deter players from using it for extreme ranges. Not faster; MORE, so that the sight doesn't allow you to full auto on 30 meters with such impunity.
PDW57: Needs more sway to deter players from using it for extreme ranges. I tap-shoot enemies with relative ease on any range the 5 to 6 times I need to hit them.
Vector: Needs more sway...
MSMC: Needs more sway OR more recoil -- preferably vertical recoil instead of sway, making it a skill-weapon.
Chicom CQB: The undiscovered diamond. More recoil.
Skorpion EVO: Nerf the appearances. Seriously. It's the best looking weapon in the game, by miles.
Make the recoil slightly more random left and right. It's upwards recoil is fine.
SVU: It's a compact sniper rifle: Give it faster ADS speed already! Currently, it's the slowest-killing weapon in the game, killing in 0.60 seconds when going from idle to aiming down the sights and shooting twice.
Compare that to the FAL which kills in 0.24 seconds with quickdraw handle, when going from idle to aiming down the sights and shooting twice. For three hit kill ranges, it needs 0.355 seconds to kill. It's so much faster than the SVU that you can get off 5 rounds fired accurately down the sights before the SVU has had a realistic chance of killing.
Also needs a one headshot kill with a silencer.
XPR50: The only sniper that requires you to hold breath.
Ballista: Balanced: Aims faster down the sights than DSR.
DSR: Balanced: Kills to the groin, unlike the ballista.
Quickdraw handle: Mandatory. Should not cause you to get off two shots before the enemy has had the time to fire even once, but cause you to fire FIRST.
How about 0.85x ADS time instead of x0.5 or x0.6 as it appears to be now?
Adjustable stock: Overpowered because of the already insane strafe speed. On consoles, strafing with the adjustable stock often means that enemies with default sensitivity CANNOT follow you with their sights when you strafe.
Fun fact: Aiming down the sights with SMGs with adjustable stock INCREASES your run speed by a tiny almost unnoticable bit.
Base strafe speeds needs to go down, not necessarily the adjustable stock's bonus movement speed.
Foregrip: Apart from LMGs, ingame testing simply does not give me any noticable results. It's competing with the silencer, but does not even cancel out the recoil increase from the silencer.
Does it even do anything at all for non-LMGs? I have no idea.
It is much less useful for the SCAR-H and SMR than for the M14 in Black Ops 1.
Range indicator: Testing on the M27 and XPR50, two of the weapons that interest me -- and it's close to useless.
Weapons with low sway benefit more than weapons with high sway.
Silencers: Balanced. It gives a noticable increase in recoil, but only a subtle decrease in range. The power of staying off the radar is extreme.
Selective fire: Useless for all weapons, except: FAL, M8, AN94 and SWAT556.
Target finder and MMS: Completely outclasses the Reflex Sight.
Holographic sights: Has more zoom than the reflex sight and MMS,and is decent enough.
Long barrel: Balanced; Every attachment should add power, not be balanced out to 0 -- and this does by increasing range.
Extended maga... clips: Is M1 garand even in the game? Useless. Longer reload times you say? Attachments should not be balanced out to 0 -- but give a noticable advantage!
Rapid-fire: Balanced through nerfed damage output by extreme reduction in range, and higher recoil.
Lightweight: Ugh... Putting lightweight on my SMG profiles increases my survivability. That is just disturbing, but increased speed means you outrun what other players see on their screens in a larger degree, causing more frustration for your enemies.
Getting where you want to be faster and before the enemy is powerful enough. Being able to dodge bullets Neo-style is just pushing it.
The same effect is not achieved with ARs or snipers -- although you do get where you want to be, faster, at the least.
Once again, the already insane strafe speed rears it's ugly head.
Strafing in real life wielding a weapon is a recipe for disaster, and you sure as hell do not run sideways nearly as fast as forward when having a weapon in hand ready to fire from the hip.
Ghost: Balanced for SMGs. Should not reveal prone Ghost-users, allowing snipers a break from constant SMG users chasing their red dots.
Prone players are at a serious disadvantage versus flanking enemies.
Flak Jacket: Survive claymores and bouncing betties. Just as if you were using engineer, except you get killed by the guy placing them -- unlike the engineer who race past them and kill the person who placed them before they go off.
Sentry gun. Stealth chopper.
What else is there to be afraid of, really?
Sentry-guns can still kill you because of manual control.
Hard-wired: Should just be merged with Blind-eye, as both are horribly underpowered, and ONLY useful in a class you switch to in order to avoid the four killstreaks both of them combined help against: Counter-UAV, EMP, Sentry Gun and Stealth Helicopter.
Cold-blooded: Balanced enough, but doesn't negate the effect from the target-finder.
Fast hands: Kind of a niché. Only ever truly useful for snipers, overkill-users and shield-users -- as well as scavenger-abusers, but those already have problems fitting the Perk Slot 2 wildcard. Balanced enough.
Scavenger: Overpowered as hell. Toss stick. Shotgun. Pick up. Toss stick. Shotgun. Pick up. Toss stick.
When people figure out bouncing betties + planted shield, or even stick + shield + shotgun, and other tricks, the use is going to explode. Pun not intended.
Because everyone killed by weapons leave claymores, C4, semtex and bouncing betties, you have an infinite supply if you follow teammates.
Running scavenger with semtex WILL ruin Headquarters, Domination, Demolition and Hardpoint.
It's only a matter of time.
Flak Jacket is useless against 9999x semtex, and generally useless against explosives of all types that can be spammed with scavenger abuse.
Yes I know only bullets leave scavenger packs.
But consider the fact that there's likely to be dead people around the areas of interest, and therefor scavenger packs all over the areas that are sensitive to scavenger-abuse.
Whenever there is a pack, you're being silly if you don't randomly throw a semtex towards the enemies general direction before picking it up.
Toughness: The only perk 2 I ever use without the perk 2 wildcard, or when sniping.
With any other perk, my character spasms out of any gunfight the enemy gets his sights on me.
So: Either never get hit (SMG + silencer + lightweight + ghost), or use toughness.
The effect should not be reduced, but the spasms characters are thrown into when hit should be marginally reduced to make the perk less mandatory.
Admittedly, users of weapons with fast rates of fire and low recoil are not as affected as weapons users of weapons with low rates of fire and high recoil.
Meaning the SMGs don't NEED this perk unless they use the SMG for long range.
Dexterity: A very good perk for any profile that is ment to flank or surprise enemies.
Maps have incredibly many climbing-routes, and dexterity lets you fly through windows and over walls.
Awareness: ONLY useful when you are the last man standing in search and destroy AND you lay prone waiting for your prey.
Seriously. that is the ONLY TIME you want to have the perk, because that is the only time you CAN hear someone coming.
Oh. You need to have a headset for it to work, too.
Dead silence: As useful as a pump action shotgun attachment to your pump action shotgun. It could've been cool if you could fire both barrels at once, but you can't. Err. I don't know how that latter analogy fits Dead Silence, but the thought was amusing none the less, and more interesting than Dead Silence.
You only ever want dead silence if you're alone in search and destroy and are up against the last person on their team -- and he uses awareness, laying prone in the grass, waiting for you.
Yes. It's THAT marginal.
Tactical mask: Why wasn't this merged with Flak Jacket already? As useful as a shotgun attachment on your shotgun attachment... Except firing it does not pump and load your first shotgun attachment. Even though that WOULD be useful.
Engineer: Marginally overpowered.
BOTH lets you SEE the explosives AND delays them so that you can run over them anyway?
Flak Jacket is envious, and Scavenger HATES the engineer more than he hates Flak Jacket.