Treyarch promised they'd balance the weapons based on the weapons' statistical performance ingame in the hands of the players.
Here's the weapons current settings:
When the statistics hit the table, they will learn that PDW-57 and Vector are overpowered in the SMG class (too accurate, and kills too fast for their accuracy), and that compared to ARs -- the MP7 and USMC and the burst fire SMG are too good.
That's all fine.
They should probably all have HEAVY SWAY to deter them from being effective on longer ranges, or slightly increased recoil in some cases.
But those are overpowered weapons.
In the case of the clearly underpowered weapons; SCAR-H, SVU and SMR -- how should they be balanced?
SCAR-H kills in 3-4 hits on reasonable distances, firing 600 rounds per minute.
M27 kills in 4-5 hits on reasonable distances, firing 720 rounds per minute.
You will immediately notice that they're pretty balanced.
IF they have the same recoil values, that is.
However, the SCAR-H has a useless recoil, and is thus useless compared to the M27, which kills as fast and is incredibly much more accurate.
This game is all about heads poking out over walls, and the M27, SWAT556, M8, MTAR and FAL are ALL capable of hitting those heads.
The SCAR-H needs to push through that cover and kill the guy by penetrating the wall, reducing it's damage dramatically.
Remember that it barely would kill faster than the more accurate weapons even if you hit with all your shots, and that one miss makes it kill slower than the more accurate rifles.
My balance suggestions:
First and formost: Don't make it a 5 hit kill on extreme ranges. That's just cruel: The M8 can two-burst kill on that distance RELIABLY.
1: Increase bullet penetration value of ALL battle rifles, and make FMJ even more powerful.
2: Reduce the recoil slightly to make it actually hit targets when burst-firing
SVU can only one hit kill on a headshot, and only when unsilenced.
It takes 0.42 seconds to aim down the sights, and ACOG does not seem to help at all.
Compare that to a FAL which kills on 2-3 hits depending on range, and that can be aimed down the sights in 0.13 seconds with quickdraw handle
Or even SMR; 0.14 seconds with a quickdraw handle.
The SVU's main disadvantage is that it's utterly useless on long range, and even more useless on short range because you can't aim down the sights as a response to spotting an enemy.
A user of an SMG may aim down the sights and fire 10 rounds by the time the SVU is ready to fire.
By the time you have fired 2 rounds needed for the kill versus the moving target, he has had time to fire 3 - 4 more rounds at you.
A FAL user may aim down the sights and fire 4 rounds before the SVU is ready to fire the first shot -- making the FAL better for sniping:
3 hits with low scope sway and 0.13 seconds to aim down the sights, firing up to 500 rounds per minute / 8 rounds per second.
My balance suggestion:
Reduce the ADS time to 0.32 seconds.
It will never be used for quickscoping, because it needs two hits, and EVERY assault rifle STILL gets shots fired before the SVU -- multiple shots when using quickdraw grip on the AR.
Give it a quickdraw handle, as the only sniper. It takes an attachment slot, after all.
SMR has moderately high recoil, and is extremely difficult to use versus heads poking up over objects on all ranges, compared to every other assault rifles in the game bar the SCAR-H, which suffers the same fate in this "cover based" shooter..
The FAL kills in two hits on short range, and is extremely accurate compared to the SMR, while the SMR has a lower rate of fire.
On long range, the FAL blows the SMR out of the water, squeezing the SMR into a medium-range weapon.
The FAL is BETTER than SMR on short and long range -- and on medium range too, if there's enemies behind cover.
That makes SMR outclassed.
Increase the base damage from 50 to 65 or 70, so that it can actually kill in two hits through thin cover, making it a "brute force" variant compared to the FAL's accurate approach.
Increase minimum damage to 45 as well, so that it stands a chance of three hit killing targets through cover on long range, once again giving it an opportunity to nearly match the FAL.
AN-94 could use some better bullet penetration and a 33 minimum damage: Once again, 5 hit kill is BRUTAL when the weapon fires slower and with less accuracy than, for instance, the M27 which can full-auto a 5 hit kill on absurd ranges with grip and stabilizer.