Combat Shotty - I find this extremely underpowered. Half of a Pump and half of an AA12 with the worst features of both (low clip, low damage), with its refire being it's only redeeming quality. I'm honestly not even sure it has as much pierce as the other shotguns do.
The M4 - The only thing the M4 lacks, honestly, is identity. It's basically a more powerful (and costly) bullpup. Unfortunatly, the SCAR is still better for long range trash and the AK is still better for close range. Giving it a 40 round clip would not help in this regard. Personally, I would like to see toggleable burst fire (Single, 2-shot burst, 3-shot burst, full auto) instead. For higher difficulties it would help make this weapon more reliable for clearing trash (as you need more hits anyway.)
The M4 232 - Honestly, the grenade and ammo count are fine. A slight price reduction and letting commandos ALSO get a discount on this would be nice (I'm always asking my team demo if they can grab me one to replace my AK. But then again I only use my AK for spamming full auto at close range anyway.), but not necessary.
The 0.44 Magnum - Don't you dare change it. It's perfect. If you need to change anything remove the 4 blocks of weight that the 9mm duelies need. At least then the x2 9mm would be simply worthless, instead of an active detriment to your loadout.
The Claymore - Dude, it's basically a better Axe. You clearly don't know how to use it. My only gripe is that it comes before the Katana in my loadout rather than after. (Making swapping to it for scrake killing annoying.)
The MP5 - Each of these weapons have their own niche. The MP7 is for point blank defense, the MP5 is for accurate shots at mid-long range. Both of them fill their function just fine. No changes needed here, honestly.
The Husk Fireball Launcher - Needs a buff. Reduce the price to FT range and it may actually be fairly useful (but still very situational.)
The M4 - The only thing the M4 lacks, honestly, is identity. It's basically a more powerful (and costly) bullpup. Unfortunatly, the SCAR is still better for long range trash and the AK is still better for close range. Giving it a 40 round clip would not help in this regard. Personally, I would like to see toggleable burst fire (Single, 2-shot burst, 3-shot burst, full auto) instead. For higher difficulties it would help make this weapon more reliable for clearing trash (as you need more hits anyway.)
The M4 232 - Honestly, the grenade and ammo count are fine. A slight price reduction and letting commandos ALSO get a discount on this would be nice (I'm always asking my team demo if they can grab me one to replace my AK. But then again I only use my AK for spamming full auto at close range anyway.), but not necessary.
The 0.44 Magnum - Don't you dare change it. It's perfect. If you need to change anything remove the 4 blocks of weight that the 9mm duelies need. At least then the x2 9mm would be simply worthless, instead of an active detriment to your loadout.
The Claymore - Dude, it's basically a better Axe. You clearly don't know how to use it. My only gripe is that it comes before the Katana in my loadout rather than after. (Making swapping to it for scrake killing annoying.)
The MP5 - Each of these weapons have their own niche. The MP7 is for point blank defense, the MP5 is for accurate shots at mid-long range. Both of them fill their function just fine. No changes needed here, honestly.
The Husk Fireball Launcher - Needs a buff. Reduce the price to FT range and it may actually be fairly useful (but still very situational.)