This game doesn't appear to model
round lethality (a rifle round at 200m would do a hell of a lot more damage than an SMG if it travelled that far) which would be the best way to balance things but TWI have done a very nice job in reflecting the characteristics of the individual weapons in relation to their real-world counterparts.
Having said that, I understand the need for balance in a
game so here a few points/suggestions:
RO has always been about
asymmetrical balance so map design, uniform colour, guns and even unlocks don't balance each other out when seen 1:1 rather when one looks at both sides of the
big picture.
While these new weapons aren't inherently imbalanced, they are skewing the balance of the overall picture and that is not good. What is needed is some more tweaking at the map design level for instance spawn locations, cap zones, class additons (ie. elite assault for the new assault rifles on each side) and class limitations.
My suggestions would be to create an ELITE ASSAULT class for each side, let 64-player servers have a max of 2 per side (that can be dropped to 1 per side on a 32-player server). That and give the Germans a MAX of 3 regular assault class, and the Russians a MAX of 6 regular assault class. No nerfing/buffing of any of the weapons in the game required.
Well....unless the DEVS want to buff my boltie rifles some....*cough* *cough*......hehe
