Here are a few (a lot) errors, suggestions, notes about Infiltration weapons and equipment, based on my tests. I won't write (much) about bulk values, as those are a bit subjective, and can be now customized with CustomBulk. I also won't (I hope) write about modifications which would require changing any of the models. Note that I'm not weapon expert so I can't and won't tell errors relative to the real world. I'm writing this list mainly because everybody around these forums ask for new weapons or even Inf 3.0, but with the community being this small, I doubt much will happen. So: the already present equipment should be perfected instead IMO. As there are no big teams working canon (Sentry Studios, IMT), newer additions fit less and less the older ones and each other. I don't insist anybody of doing these changes. And finally: this wish list is not to make the weapons or the loadouts more powerful.
First a few general errors, suggestions: there are those animations with the weapons being moved in the hands while in hipped mode as the guy gets bored with himself. These happen way too often. I don't think a soldier would play with his rifle every 10 seconds when nothing happens. It even makes aiming hard(er) in hipped mode. If a grenade runs out, the weapons should change automatically to the next type. Many of the weapons' name appear quite bad on the HUD and in the Drop Ammo menu. More weapons should be able to be selected as Quick Action weapons (though I never use the QA functionality because of my key mapping). Every weapon should generally start in their most CQB-ready setup, i. e. aimed. This applies for both selecting the weapons and reloading them. And generally: slow-to-handle weapons (selecting, reloading, switching mode, etc.) are ugly. And most of the original Inf weapons are quite slow, while many of IMT's weapons' animations can't be interrupted, so you can't do anything else until they finish it. It doesn't seem to be a serious thing, but it's uncool to be killed just because a stupid weapon readying animation can't be interrupted.
Assault rifles:
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Many assult rifles have the same sound, which is not real (I guess).
AK-47: The bayonet's power varies greatly with each stab, form about 20 to 90 percent. And with a weapon being this marginally useful, maybe it should kill for the first time, even if it's unreal. Switching between the GP-25 and the rifle should be instantenuous as this is nothing more than just telling the program which trigger will you pull next time (both of your pointer fingers are on triggers). Bots can kill with it from long ranges with just a few shots, visibly much better than with other weapons (-FAL).
C7: No problems here, I think this is one of the best weapons.
FAL: It's okay. The great kick-up is well balanced with the great power. Bots still kill with it in no time from great distances.
FAMAS: Nothing serious, but the mag change is a bit slow, and a close range aiming when the scope is attached would be nice with this weapon as well.
G36K: Oh well, the good old G36K. Close range aiming is still a problem. Maybe an extraordinary solution is required here. If done (properly), the weapons damage should be lowered from 60 % to 52 % as it has a very short barrel.
G3A3: Power up! Total damage in 1 mag: M4A1: 30 x 52% = 1560%, M16A4: 30 x 60% = 1800%, FAL: 20 x 102% = 2040%, and for the G3: 20 x 82% = 1640%. This with a slow magchange and a high kick-up? Oh no.
HK416: The grenade launcher behaves a bit strange for me. It's got the 9 inch barrel with a shorter range, that's okay, but it's still strange. It won't load the 1st round in to grenade launcher if only M583A1 is present.
M16A2: Good. Maybe a short range aiming for the scope. It won't load the 1st round in to grenade launcher if only M433 is present.
M16A4: Maybe it's just my computer (far from fast), but looking into and lowering the infrared scope takes about 1 second, both in infrared and visible mode. Also the two M16s contradict each other, as the A2 is one of the fastest to handle (prepare, reload) while the A4 is much slower.
M4A1: Without the M4A1 Improvements mutator it was one of the worst assault rifles: slow, weak, and high kick-up. Now it's much better.
OICW: Not important at all, but the OICW should be separated from the assault rifles in the loadout screen. It would fit better among the sniper rifles, explosive projectors, or even better in a new category. Switching to/from scope in IR mode is slow (on my computer). Close combat view would be good. Usually the grenades won't explode when they hit a monster in PDD mode. Kick-up for the 5.56 round is a bit bigger than with similar assault rifles, which makes the 2 round burst useless beyond 20 meters.
RO979: Great work Snakeye, but it should give more advantages over the M4. In fact, I don't use the M4 Improvement mutator to give the RO979 a chance.
Sig551: It doesn't have that much short barrel, maybe its power could go up from 52 to 60, and a close range view with the scope would be cool here too (the laser can't provide it). Otherwise, it's very good.
XM8: The view is obstructed very much, and the transition time between normal view and max magnification is way too long. No need for it at all. Also, IR when the weapon is aimed but without looking into the scope is missing.
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First a few general errors, suggestions: there are those animations with the weapons being moved in the hands while in hipped mode as the guy gets bored with himself. These happen way too often. I don't think a soldier would play with his rifle every 10 seconds when nothing happens. It even makes aiming hard(er) in hipped mode. If a grenade runs out, the weapons should change automatically to the next type. Many of the weapons' name appear quite bad on the HUD and in the Drop Ammo menu. More weapons should be able to be selected as Quick Action weapons (though I never use the QA functionality because of my key mapping). Every weapon should generally start in their most CQB-ready setup, i. e. aimed. This applies for both selecting the weapons and reloading them. And generally: slow-to-handle weapons (selecting, reloading, switching mode, etc.) are ugly. And most of the original Inf weapons are quite slow, while many of IMT's weapons' animations can't be interrupted, so you can't do anything else until they finish it. It doesn't seem to be a serious thing, but it's uncool to be killed just because a stupid weapon readying animation can't be interrupted.
Assault rifles:
---------------
Many assult rifles have the same sound, which is not real (I guess).
AK-47: The bayonet's power varies greatly with each stab, form about 20 to 90 percent. And with a weapon being this marginally useful, maybe it should kill for the first time, even if it's unreal. Switching between the GP-25 and the rifle should be instantenuous as this is nothing more than just telling the program which trigger will you pull next time (both of your pointer fingers are on triggers). Bots can kill with it from long ranges with just a few shots, visibly much better than with other weapons (-FAL).
C7: No problems here, I think this is one of the best weapons.
FAL: It's okay. The great kick-up is well balanced with the great power. Bots still kill with it in no time from great distances.
FAMAS: Nothing serious, but the mag change is a bit slow, and a close range aiming when the scope is attached would be nice with this weapon as well.
G36K: Oh well, the good old G36K. Close range aiming is still a problem. Maybe an extraordinary solution is required here. If done (properly), the weapons damage should be lowered from 60 % to 52 % as it has a very short barrel.
G3A3: Power up! Total damage in 1 mag: M4A1: 30 x 52% = 1560%, M16A4: 30 x 60% = 1800%, FAL: 20 x 102% = 2040%, and for the G3: 20 x 82% = 1640%. This with a slow magchange and a high kick-up? Oh no.
HK416: The grenade launcher behaves a bit strange for me. It's got the 9 inch barrel with a shorter range, that's okay, but it's still strange. It won't load the 1st round in to grenade launcher if only M583A1 is present.
M16A2: Good. Maybe a short range aiming for the scope. It won't load the 1st round in to grenade launcher if only M433 is present.
M16A4: Maybe it's just my computer (far from fast), but looking into and lowering the infrared scope takes about 1 second, both in infrared and visible mode. Also the two M16s contradict each other, as the A2 is one of the fastest to handle (prepare, reload) while the A4 is much slower.
M4A1: Without the M4A1 Improvements mutator it was one of the worst assault rifles: slow, weak, and high kick-up. Now it's much better.
OICW: Not important at all, but the OICW should be separated from the assault rifles in the loadout screen. It would fit better among the sniper rifles, explosive projectors, or even better in a new category. Switching to/from scope in IR mode is slow (on my computer). Close combat view would be good. Usually the grenades won't explode when they hit a monster in PDD mode. Kick-up for the 5.56 round is a bit bigger than with similar assault rifles, which makes the 2 round burst useless beyond 20 meters.
RO979: Great work Snakeye, but it should give more advantages over the M4. In fact, I don't use the M4 Improvement mutator to give the RO979 a chance.
Sig551: It doesn't have that much short barrel, maybe its power could go up from 52 to 60, and a close range view with the scope would be cool here too (the laser can't provide it). Otherwise, it's very good.
XM8: The view is obstructed very much, and the transition time between normal view and max magnification is way too long. No need for it at all. Also, IR when the weapon is aimed but without looking into the scope is missing.
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