In a vacuum, yeah, sure? Holistically as part of a build? Not really, and if I wanted to be a disingenuous prick I’d just respond with “bro git gud a buildcrafting” #skillisue, lmao" in the most obnoxious voice possible if this was an in-person conversation, because statements like these give me the impression that you haven’t bothered with pushing and exploring possibilities with the talent tree. It’s true that touching the skill ceiling with precision weapons is harder than other stuff, of course. But by the numbers, they can perform at the same level you just have to go to some ridiculous lengths to get those numbers. Hence my argument. Some weapons do still struggle to find reasonable breakpoints outright since P13 regardless of build set up though, I can agree to that much, with the K12 and Graia IAG being some of the worst offenders.
Also, and this is speculation tbf,as I’ve tested things over time I’ve noticed there’s some weird DPS limiter type shenanigans going on that can make automatics, burst fire, and rapid fired single shot weapons feel real funky even in the meatgrinder. This from what I’ve noticed noticeably f@cks with your dmg output if you regularly use automatic fire instead of single shots and controlled bursts. It literally can often feel like random shots are just disappearing and not registering, again, even in the meatgrinder. Maybe shots fired don’t match firing SFX and animations? IDK tbh.
But I’ve noticed it often enough to have some suspicions, because it seems to only consistently happen when I mag dump, even at point blank “it’s-impossible-to-miss-at, wtf” ranges. If you want to test this out yourself grab a Vraks3 and take it to the meatgrinder, and slap MF on. You’ll sometimes see all your shots hit, the damage will sometimes even register, but stacks won’t build, or only one will build even if the entire set hits. I’m not autistic enough to be scientific about it though, so this will likely remain in the realm of speculation, at least for me.
Part of me wants to agree tbh, but I’m more inclined to chalk this up to inexpperience with FPS weapon design rather than any sot of malice. Seeing as their previous effort here was on 1st person melee combat, they’re probably applying this to their ranged weapon design, and seasoning it with a touch of the usual Fat Shark Jank ™. Though if intentional it could also just be that they’re just afraid of making melee combat unviable if, say for example, the AG1 handled like an actual FAL and/or the Graia like a M4A1. If weapons worked like this IRL we’d still be fighting and competing with Bows and melee weapons, with firearms only being used by SF and super athletes lol. Although following this example to its logical conclusion, ie IRL we don’t generally use melee weapons outside of certain niches anymore, it’s undersatanble that they’d make the choice, they want to emphasize the hybrid nature of the system. The only way I’d see things working with better firearm skill payoff is if they leaned into the survival horror direction and limited ammo, and made enemies more dangerous. I like the sound of that, but people here for the -tide part of the game might not, so idk.