Re-re-read my posts a few pages back.
I can make gun damage balanced without detracting from realism and I posted data to do it with.
Can you post it in spoiler for me to read? Either I missed the point or I missed the post.
As for gun data, it really does mean nothing to me, I have no understanding of the coding behind PR and a limited knowledge of ballistics. Does that mean that what I have to say is now invalid? No, I don't think so. Afterall, I play the game don't I? And I don't think I'm alone in my ignorance.
They were actually very potent, especially 900rpm SMGs.
Personally I don't think they were, but opinion will inevitably vary. Whatever the case there is no denying now that they are incredibly ineffective.
I cannot recall any such occasion where kits equipped with the Skorpion were running riot. The Mp5 is a slightly different matter, and clearly was a good weapon. But the only people that made squads comprised of crewmen and medics were seasoned PR players, typically people of both competence and skill. They were also people who enjoyed a challenge, and a bit of fun; those squalid half-wits.
The most common pistol-only kit for unconventional forces is Sapper and that is absolutely fine, because Sapper near front line should be holding cellphone if not planting IED.
Why not just remove the Sappers weapon altogether? Give them an extra IED or mine to play with, you clearly cannot defend yourself with the kit, so why keep up the visual pretense that you can?
For unconventional forces medics are either fairly rare(how often do you see medic on iraqi insurgent side?) or rifles(Hamas, Taliban, Militia). There is also sawed off mosin as sidearm in one of militia kit.
And why are they so rare? In part surely because of the god awful weapons these kits are equipped with. If you want to change the attitude of the playerbase then you do it through the gameplay, and if you make the medic kit even more ineffective in a firefight then you are bound to see insurgent teams with even less medics. Running and dying gets old rather fast.
Chechen has lots of weaponry/bodyarmor from old Soviet warehouse.
Realism is not sacrificed. (they are also not exactly chechen rebels because of M60)
The M60 is a recent addition reflecting the militia factions broad associations.
Your English is clearly very advanced, so I have to assume your being purposefully ignorant of the difference between my very clear indication of the past and present. The Militia faction as we know it now
used to be the Chechen faction, it
was the main inspiration behind the development of the what we have now. The Chechen faction however is no more, it is a dead faction, an ex-faction, it has ceased to be.
At present the militia faction represents a far more generic force, with assets and arms pulled from a variety of conflicts. We could use body armour, as perhaps significant parts of the Chechen militia did, but what about those maps in which the conflict portrayed is for example, in the Balkans? There isn't really a realistic alternative here, the faction itself prevents that.
So double standard, I see.
I don't see the double standard at all.
My complaint is that sidearms, shotguns and low caliber weapons are now virtually obsolete in their role as weapons due to these recent changes. I don't have a problem with the balance on maps like Fools Road, in fact, before the removal of scopes from the Militia faction (0.97? I forget) the map was in fact unbalanced, in favour of the militia; it was also rather generic.
You may say that these changes were both necessary and appropriate, something which has added to the realism of the mod, and something you enjoy. On the other hand I think it has undermined the gameplay, which for me, has left the mod slightly less enjoyable.