SMG
+Large capacity
, protruding magazine (
30 rounds loaded has been seen, I imagine this is the base capacity, and medic level/skill may be able to double it to 60)
Shotgun
+Low Capacity
, flush-fit magazine (8
rounds loaded has been seen, however, I imagine the base capacity is 4 or 5, and medic level/skill may be able to double it to 8 or 10)
[The mags are the same size as the pistol mags, but probably hold less rounds, since it presumably uses different ammo; fatter shotshells. This may work like how double stack 30rd 5.56 AR15 mags can work as single stack 10rd 50beowulf mags.]
Assault Rifle
+Large capacity, flush-fit magazine (
30 rounds loaded has been seen, however, I imagine that was with medic level/skill to double the capacity, making the base capacity 15, numerically equal to the graphically equal pistol mag)
I think (and hope) that the medic will no longer have +100% mag capacity to medic weapons.
Honestly, in KF1 the doubled mag sized just felt silly. The SMGs shot peas, and the only way to make them remotely worth using was to double their magazine capacity.
KF1's medic SMGs didn't feel fun to use at all. It felt like you were pissing in the general direction of your enemies - with a very full bladder of course.
Medic weapons would be a lot more satisfying to use if they actually did decent damage, but had other drawbacks. Expensive ammo or a low total ammo pool may be one of them.
A very high rate of fire with only a 30 round magazine could be a potential disadvantage for the new medic SMG and AR. Perhaps they have long reload times too.
A 30 round pistol would be
weird. Similarly, the AR having only 15 rounds on full-auto for low level medics would be pretty hard to use.
As for the visuals - it's possible the medic weapons we're seeing are not final. The shotgun and rifle shown may not have magazines in them right now. They also make a mention of caseless ammo taking up less space, which sounds like an excuse to fit 30 rounds in that pistol grip on the AR to me.
It's also possible the AR has a magazine we're not seeing. Could that box just behind the fore-grip be a magazine?
The shotgun looks like it might have a tube mag, although that could also just be the dart firing attachment. If their magical caseless ammo takes up takes less room, 8 rounds could easily fit in there.
My main concern about the medic weapons in KF2 is that there will be no choice about what to use late game, you're forced to use an assault rifle, because it's the highest tier.
I hope tripwire has (or later add) a tier 4 shotgun sidegrade for people who want to use a top tier medic weapon but prefer shotguns.