TL;DR: 7.62 caliber kerfuffle aside, we’re underserved in good snipers and some niches lack variety or versatility. But it doesn’t need that much to fix it if we’re smart about it.
Hoboi. This is gonna be a long one. My longest post so far.
Partly because I need to set some fundamentals first, partly because the whole thing is more systemically delicate than a lot of people give credit for (because wow, I see so many complaints about the guns, but going in wildly different directions where almost nobody agrees on anything). And if I don’t start this discussion by presenting the fundamentals, people will whine about stuff without any regard for context.
But let’s try to tackle this.
First, the fundamentals of a loadout (or rather, an “arsenal”, since the “loadout” is the subset of the arsenal that you pick to carry on you).
These vary from game to game, and they vary with what the developers want for their overall experience. I can’t read anyone’s mind and there’s no fixed set of rules, but considering GZ tends to be a game that values creativity and adaptability when approaching enemies, as well as multiple options and also opportunities for teamwork, we can assume that’s part of their ethos on the arsenal as well.
We can also somewhat assume by the attachments, skins, and the overlap between a lot of guns (after the DLCs are taken into account) that “personal preferences and expression via customization” also affect the arsenal somewhat; though this is inside a zone of conflict and we’ll get there eventually.
Next, we need to stablish a few basic things about the game, when it comes to its mechanics and physics simulations.
I don’t have direct access to the devs, and datamining is against the rules, so all I can do is speculate based in observation and in comparisons with similar games. And compared with stuff like STALKER, Tarkov and other sandbox shooters where the bullets have actual ballistics simulations (and as such terminal ballistics, damage, trajectories, etc etc are vastly determined by the ammo and only modified by the gun), we can somewhat assume that’s the case here.
Heck, if we look at the guns from the early “progression” (Walther PP chambered in .32 ACP, Sako 85 chambered in .243 Winchester, Winchester Model 70 chambered in .270 Winchester, Glock 17 chambered in 9mm Parabellum with handgun loading, and Carl Gustaf m/45 chambered in 9mm Parabellum with SMG loading), we can see that almost all of them have their own separate caliber, with their own separate characteristics (range, bullet drop, damage, penetration, etc etc). So we can safely assume that the ammo determines most of those things.
As for the guns themselves, we only have access to 3 vague stats, called “damage”, “handling” and “rate of fire” (which frankly, are kinda useless).
- Damage ends up kinda meaningless when it’s mostly tied to the ammo than the gun itself (notice how all 3 pistols using 9mm Parabellum – the Glock, the M9 and the (erroneously chambered) Makarov – all have the same damage)
- Handling is a catch-all term that involves so many individual characteristics that the stat itself ends up meaningless. It should mean “how well the gun behaves”, but this usually tends to amalgamate stuff like accuracy, precision, recoil, vertical spread, horizontal spread, “aim reset”, time-to-aim, sometimes reload time… Notice how these are basically all the characteristics that are NOT determined directly by the ammo/cartridge, but by stuff like… firing mechanism, ergonomics, barrel length, feeding system, aiming systems, etc etc.
- Fire rate is useful for two things: determining Damage Per Second and determining ammo consumption. It’s a useful stat to have on its own, so no complaints here… other than it’s also a tad misleading (since a lot of pistols fire as fast as you can click; and I know that because I do own a mouse that has a defective switch – and also bolt actions have a weird relationship with fire rate since their mag size and reload time account faaaaar more heavily in the equation other than “how fast they cycle the bolt”).
So.
The next fundamentals we need to stablish is the “gun niches”.
These are WILDLY subjective, vary from game to game, and game designers can debate until the end of time about what constitutes a defined “niche” (Innuendo Studios has an amazing video on the subject, focused on Boomer Shooters).
But from my experience in this game this far, I would dare to present the following niches in this game:
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Pistols (semi-auto handguns and revolvers)
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Shotguns (short-to-medium range boomsticks that use 12-gauge shells)
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Light Hunting Rifles (very-long-range, medium-damage, bolt-action rifles that can be suppressed – these tend to use relatively low-caliber, high-velocity ammunition, such as .243 Winchester)
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Light Assault Weapons (fast-firing automatic weapons that only fit up to red dot sights, made for running-and-gunning. This includes machine pistols, SMGs and very fast-firing light automatic rifles; they’re almost always chambered in 9mm Parabellum, but there are exceptions)
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Medium Assault Weapons (this basically includes all assault rifles and battle rifles, able to mount up to medium-range scopes, as well as suppressors. They tend to be chambered in 5.56x45mm NATO or 7.62x51 NATO, and they’re intended for medium-distance engagements, alternating between precision single-shots and full-auto bursts)
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Heavy Assault Weapons (LMGs. Mostly belt-fed behemoths that vomit bullets and scream dakka. Chambered in a similar variety of calibers to Assault Rifles, only with more volume of fire)
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Designated Marksman Rifles (medium-to-long-range semi-automatic rifles with medium-to-long-range scopes that are made for fast and precise followup shots at medium to long ranges. They can be mounted with suppressors, for stealth. They tend to use specialized cartridge loadings when compared to full auto rifles, and have more range and power – this will be important later)
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Sniper rifles (heavy caliber rifles, often bolt-action, fitted with very long range scopes and firing specialized long-range, accurate, high-velocity, high-damage ammunition, such as .338 Lapua Magnum. Made to assassinate high-value targets from range and with efficiency).
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Antimateriel Rifles (very heavy caliber rifles, often 12.7mm and above, able to mount scopes and able to deal MASSIVE amounts of damage to stuff like vehicles, armor and structures. They’re often NOT suppressed, as the required sacrifices often defeat their purpose)
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Destructive devices (grenade launchers, rocket launchers, explosives, basically anything meant to make things go kaboom)
Wow. 10 niches. That’s a lot, but at least it covers pretty much everything we have in this game, with some neat categories of use.
Now. Let me offend a LOT of you by telling you folks what I think goes into each category (also, I’m sorry, but I’ll be using the guns’ real names, 'cause it’s easier for me to remember):
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Pistols: Walther PP, Glock 17, Makarov PM, Ruger Black Hawk
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Shotguns: Remington 870, Sjögren semi-auto
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Hunting Rifles: Sako 85, Winchester Model 70, Mosin Nagant (yes)
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Light Assault: MAC-10, Skorpion, m/45, MP5, AKM (yes) and AS-VAL (…yes)
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Medium Assault: H&K G3, FN FNC, M16A2
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Heavy Assault: FN MAG, FN Minimi, PKM, M60
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Designated Marksman Rifles: M21, Dragunov SVD
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Sniper Rifles: NONE.
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Antimaterial Rifles: Barrett M107
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Destructive devices: Carl Gustaf m/48, RPG-7, M79, multiple grenades, landmines, fuel tank/EMP traps, etc etc.
Sooo… the analysis:
- We’re VERY well-served in 1, 3, 4, 6, and 10. In LMGs in particular, we’re overfed.
- We’re reasonably well-served in Medium ARs; an extra gun wouldn’t hurt, specially a secondary 7.62x51 option, but we don’t really need one (specially with some overlap in usage with other categories).
- …We’re slightly underserved in Shotguns, because both shotties feel somewhat close in combat capability and there’s no upgrade to either (for example, a shotty with a bigger tube, or a better semi-auto).
- We have only one Antimateriel Rifle (two if we count the experimental) but frankly, that’s good enough.
- We have NO true snipers, and this is alarming. And it’s not by lack of real-life candidates.
- Because of the similar ballistics of all 7.62 weapons, DMRs are actually closer in performance with Assault Rifles than with actual semi-auto quasi-sniper precision weapons. This makes them almost completeely useless, as they have less damage than Hunting Rifles, but more recoil and less rate of fire than Assault Rifles.
Okay. We have a few problems here. Let’s tackle them one by one:
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[The big 7.62 kerfuffle]
Frankly, we use “7.62” to represent at least 6 different cartridges:
- 7.62x39mm Soviet, the weakest, that’s used in the AKM and it’s the reason why I said it’s closer to the SMGs than to the medium assault rifles
- 7.62x51mm NATO, the standard cartridge used in the G3, the FN MAG and the M60
- 7.62x51mm M118/L42A1 Sniping Rounds, the ones used in DMRs like the M21, as well as the L96A1 and other 7.62x51mm sniper rifles, with heavier, low-drag bullets, longer ranges and manufactured to higher standards for more accuracy.
- .308 Winchester, a commercial cartridge that’s virtually identical to 7.62x51mm NATO but that’s usually loaded hotter, so it’s more common for hunting rifles and semi-auto rifles that shoot harder.
- 7.62x54mmR Rimmed Russian, the cartridge used in the Mosin Nagant and in the PKM, slightly more powerful than standard 7.62x51mm NATO (by a small margin, but argually it has more penetration power)
- 7.62×54mmR 7N1 sniper round, used for the Dragunov and sometimes the Mosin Nagant.
…So technically:
- The AKM should be weaker than it currently is
- The M21, the Dragunov and maybe the Mosin (depending on ammo loaded) should be stronger, more accurate and with less bullet drop
- The PKM should have slightly more penetration.
…But that would require splitting the cartridges into their real-life respective variants.
…We could, however, try to reach a compromise by having 3 cartridge variants:
- 7.62 Soviet (either for the AKM only, or for the PKM and Mosin only)
- 7.62 Auto (G3, MAG, M60, AKM if it was left out of 7.62 Soviet)
- 7.62 Sniper (Dragunov, M21 and… well, you’ll see in the next suggestions).
…Or forget “Soviet” and just separate into “Auto” and Sniper".
This is a bit inelegant but would leave us at a better situation than where we are right now.
Okay, next issue.
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[ We have too few shotguns ]
We only have two shotguns, with tiny tubes. We should get at least an extra one to keep the niche relevant, preferably a semi-auto with a bigger magazine tube or a detachable box mag.
Here are possible suggestions that make sense for the era and/or place (plus some have “80’s action movie” cred, just like the M60 and the M16A2)
- A double-barrel break-action hunting shotgun: The boomstick. The “Super Shotgun”. The Hillbilly Cannon. Double the shells in a very short time, but then immediately having to reload. Would be able to equip a choke but nothing else (and would have tritium/night sights at 5c). Simple, deadly and an eternal classic.
- Franchi SPAS-12: the classic beast from 1972. Up to an 8+1 tube magazine, and unlike featured in most movies and games, it’s actually intended to be used in semi-auto.
- Franchi SPAS-15: Based on the SPAS-12, this 1986 model is magazine-fed (6-round box mag), meaning it would have the fastest reload of all shotties, at the cost of not having the highest capacity (tied with the Remmy 870).
- Daewoo USAS-12: This Korean oddity from 1989 could fire semi-auto or full-auto, out of a 10-round box magazine. It would probably be the top shotgun in the game if it’s ever considered.
- Saiga-12: Technically anachronistic, as it only began production in the mid-90’s, but then again, we already have the anachronistic Meusser (a 2006 Sako 85), as well as our Glock 17 being more of a Gen 2 and our Barret being the far more recent M107 instead of the time-accurate M82A1. So… we could give this one a pass, since it’s basically a “12-gauge AKM” and actually fits the setting. It commonly feeds from 5 to 10-round box magazines and fires in semi-auto.
…Personally, I’d only add the SPAS-12 and maybe the Saiga, but I’m leaving other options here just in case.
Next issue:
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[ We have no true snipers ]
We do have hunting rifles, but unless you wanna keep them around just to silently pop-off runners at a distance and nothing else, we kinda need something more powerful; but at the same time, something that can still be used to shoot off components of bigger targets while staying hard-to-see. So here are my suggestions:
- Accuracy International AW: Originated in 1982 as the L96A1 and then solidified as the AW in 1988, this green legend was adopted by Sweden in 1988 as the Psg90 (so around the same time as the already-in-game M107 Barrett, the “Pvg90”). It’s a bolt-action rifle that fires the special sniper version of the 7.62x51 NATO round, and feeds from a 10-round box magazine. It can fit a suppressor.
- Sako TRG: 1989 Finnish beast chambered in .338 Lapua Magnum fed from 5-round box magazines, and technically in use by the Swedish Army as the Psg-08 (a 2008 modernized TRG-42). It can fit big sights, it has a beefy boolet, and it can fit suppressors. Please add this to the game, I beg you.
- Tikka M65: Granddaddy of the Sako TRG, this is a 1969 bolt-action rifle from Finland. Might not look like much, but it can be chambered in .338 Winchester Magnum (a very beefy bullet, less powerful than Lapua Magnum, but not in a distance that would matter in this game) and feeds from a box magazine fitting 7 rounds.
…Actually, please add all 3 into the game, plus the “.338 Sniper” cartridge.
And let’s go to the last issue:
[ Our DMR’s currently suck ]
And by our assumptions up there, most of it is due to being limited to whatever characteristics are tied to the “generic 7.62” cartridge. So I reinforce the suggestion of separating a “7.62 sniper” cartridge for the DMRs, and also maaaaaybe adding one or both of the following to the game, if possible:
- H&K MSG90: Okay, it’s in th edge of the possible timeline, at 1990, but it’s a less expensive, DMR version of the legendary PSG-1 sniper rifle from 1972. Also it was used in Norway and Finland, so it makes sense to find a handful. Naturally, it would fire “7.62 Sniper”.
- VSS Vintorez: C’mon, we only have a single weapon using 9x39mm, in the form of the AS-Val. So might as well add the VSS and make it artificially more slow-firing but also more accurized in semi-auto mode.
And one less thing that I alluded to before but it’s a small thing to the point that I’m not sure if I should consider a bigger issue, unless more design decisions make it worse: it feels like some of the gun options here are added for flavor rather than mechanical variety (examples being the three 9mm guns, or why the heck is the M16A2 here at all). I’d personally try to focus on adding flavor through customization via parts and skins, since that fits the dual-purpose of also fine-tuning the niche use of the gun, without having to add new guns and new cartridges and fudging the game’s balance. But this is a decision for SR to make.
So… I guess this covers almost everything? There could be minor nitpicks, such as “oh but why no Swedish Mauser” (answer: adding yet another cartridge), or “why not more handguns such as the 1911” (answer: adding her another cartridge) or “some of your suggestions are unrealistic to dates or real cartridges” (our Makarov is chambered in 9mm Parabellum and our Barret is based on the modern M107, we’re past that barrier long ago bucko) or “why are LMGs so overpowered” (answer: because most of their real-world downsides are on things that don’t exist on this game, such as relying on a bipod for stability, or being too heavy, or being a hassle to prepare all the belts), etc etc.
But for now, I think this covers the arsenal issue.
See ya next time, folks.