There are better concepts that should take priority, but launching a grenade and instantly having an assault rifle ready to fire, well suited to finish off the surviving trash, is an alright concept for demo.
KF1 did not have this. KF1's M4/M203's execution failed too much to even reflect this concept.
Primarily because you were forced to reload the M203 immediately after launching, before you could fire the M4 above. This delay completely negated the utility of the combo weapon compared to firing a grenade launcher and swapping to whatever else you wanted. KF2 with an underbarrel launcher could do better by making the launcher reload a separate event from the launcher firing, that you do later at your discretion, simply by altfiring again when the launcher is empty.
Secondarily because the rifle's performance was crap without commando benefits.
-The damage wasn't enough to decapitate trash on sui/hoe with one shot. This problem fundamentally wouldn't happen in KF2.
- -KF2 gives trash less head health to start with, and sui/hoe doesn't give trash more head health than on hard.
- -KF2 perk damage benefits apply to onperk weapons in general, instead of to their expected primary damage type. Considering KF2 demo's damage bonus is applied to even his weapons' bashes, one may expect it also to apply to the bullets of a combo weapon.
-Long reload, using the charging handle with the trigger hand. KF2 reloads, even without animation-changing perk skills, use snappier techniques than this.
-Too much recoil for the damage you're getting.
-Fire rate too fast to easily fire the exact number of rounds you want in a burst. KF2 full autos have tended to be slower.
-Full-auto-only firing, with glitched looping fire event coding. When you let off the trigger, it usually fires one more round, even if the rate of fire wasn't ready to fire another round yet. This made short controlled bursts far less controlled, and made
tapping off single shots usually impossible.
Even with a macro to tap M1 for you for an inhumanly short time, in zed time! Loads of ammo wasted. This glitch was a problem all across KF1 for full auto guns using looping firing sounds. KF2 naturally didn't recreate this exact weird glitch, and thankfully doesn't use looping firing sounds for regular bullet guns at all.
A third big reason KF1 M203/M4 was generally bad was ammo proportions for the perk it wound up with; plenty of rifle mags, too few grenades.
300+12 would have fit fine if it were a commando rifle and the launcher was the bonus feature, but it was a demo weapon, a launcher with a rifle as a bonus feature, so it should have had 150+20 or so ammo.