Everyones been QQing about the assault rifles, personally I'm happy with them but I've heard a few valid criticisms so I'm opening a thread to discuss them and discuss possible solutions on how to improve them. First background, originally the ARs were for all ranged combat, they were accurate on the move and even better stationary, their damage was unmatched and they were pretty much the best weapon in any situation. From there, I re-did the scout and turned him into the assault, to do so, the assault needed to be the best close range class, since that's his niche. Originally, the rifles stayed powerful and the scout simply gained resistances to the rifles in order to be powerful at close range. What I found was that the rifles were still dominant up close due to their insane accuracy allowing for sprinting riflemen to get 2-3 headshots easily if they were good, on top of that the rifles still had insane damage, and the end result was while riflemen were killing scouts in 4-5 shots, scouts were killing riflemen in a similar number of shots, which made the classes too even. The problem with that is scout is meant to be the strongest close range player, and being even with the rifle up close meant that the rifleman was still the best class at all ranges. To fix this, I heavily nerfed rifleman's moving accuracy and damage (but not their falloff, so at long range their damage is the same). This means that riflemen would be most effective when stationary and at long range. A rifleman can win a fight up close if he's already crouching or standing still, but he'll lose if he runs into a room. This received significant hatred from the community, not many people were happy with the changes, and I myself went overboard with the accuracy loss, which coupled with the damage loss made rifleman too useless up close. From here I buffed moving accuracy up so you'd be able to hit a target up close, but you're still at a disadvantage if you're moving. Personally, I think these changes are fine and I've been playing a bit of rifleman and having decent success utilising the strategy of crouching and using walls as cover, while avoiding fighting on the move, however people are still unhappy, so I'd like to open up discussion. In the current setup, rifles have to be weaker than most other weapons up close, especially scout weapons, but they also have to be the strongest at range by far. The options for doing so are thus: How it was: High Accuracy High Damage Problems: God weapon at all ranges, upsets the range balance between classes and doesn't slot into our gameplay. Solution 1) High Accuracy (when moving) Low Damage Problems: Feels like a peashooter, kills take lots of ammo. Good riflemen can easily land headshots which may mitigate the low damage, but makes rifleman too good vs assault. Also slows down TTK significantly which sucks and will hurt rifleman at extreme ranges where even his accurate weapon can't land every shot. solution 2) This is the current solution Low accuracy (when moving) High/Mid Damage Problems: Close range fights feel luck based, sucks on the move, at longer ranges you can't push forward while shooting which slows down even long ranged fights, pushes rifleman to a heavily defensive class solution 3) I don't like this solution mid damage High accuracy Lose accuracy faster Problems: I think rifles already lose their accuracy quickly so I don't want to nerf it more. I also have no way to make accuracy falloff faster except by stance (if I could, I'd allow rifles to have their first shot highly accurate when moving, but lose accuracy faster if you're moving, but I can't) I don't mind riflemen taking potshots while moving forward, but I don't want riflemen able to sprint around corners and gun down assaults all day because that's not the classes role any more. I'm open to further discussion and input, but I don't want to keep hearing 'REVERT REVERT REVERT' because the assault rifle is no longer intended to be the best weapon in all scenarios, the rifles are intended to be used at mid and long range, while remaining usable but not powerful up close. I honestly think they work fine at the moment, I even kicked ass on district with them today (and district ranges are very short so I think rifle should be pretty weak on district) and I think I found a pretty good middle ground this patch where rifles are still powerful at long range but aren't great up close. Essentially if your complaints boil down to "I can't kill entire squads while sprinting" you need to either switch to assault or start playing rifleman differently.