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Most of the power weapons are pretty heavily based on real firearms though, often prototypes that never went to market. The Grad isn't that much worse than a Barret Model 95, SRS Precision, or HTI Precision.
While I understand where you come from, I think you should consider why style over substance exists. People riding the blast of an explosion to reach heights doesn't make sense, but its a cool idea and mechanic, so realism takes a step aside. Same goes for guns doing less damage than melee weapons, or accelerating ones senses allowing them to physically move faster than normal despite their body weighing the same and the energy required to move them being significantly increased.
The problem with the guns is that there is no point in their design. There isn't a cool animation or mechanic justifying why they look cursed. Its not like the Needler from Halo, where the illogical way the spikes poke out and are launched is made up for by the cool detail of seeing how many spikes you still have left before reloading by actually looking at them. Nor is this like the Heavy Assault Cannon in Doom Eternal that can not only fit a ludicrous amount of ammo in the stock and also fuse 6 bullets into one powerful shot.
We are looking at guns straight out of r/cursedgunimages that were made weird and disgusting just so they can look weird and disgusting.
That's not the rule of cool, it is in fact the opposite.
CP's gun designs adhere to the "Law of Awful".
We have that now in the real world.
The problem isn't the calibre.
The Grad is a forward-action bolt-action rifle.
Blow-forward guns do exist and utilize residual gas from firing to pull the barrel and chamber assembly forward, allowing a specially designed magazine to lift a round high enough to be grabbed by the chamber on return. The Grad fails as the barrel is not only completely stationary, leaving the chamber to crush itself as it moves forward, but the magazine is behind the grip, while the aforementioned chamber is infront of it, as is the ejection port.
Its an FPS.
Guns are a major component of every FPS, hence the name "First-Person-Shooter".
If I go to a restaurant, I want good food.
I'm a 'gun-guy' IRL and I easily recognise that a lot of the guns in this game make little or no sense in terms of engineering. But I don't expect reasonable gun engineering in a computer game, any more than I expect realistic architecture or space flight in a Sci-Fi game.
If anything bothers me, it's that magazine capacities don't make much sense at all. for eg. something like the Grad exists in our world, and has a 10-round magazine. The Nekomata should have at least a 5-round mag...again, that would be real-world realistic. I see no reason for the Nova revolver's existence when its capabilities merely duplicate the classic Overture revolver. The Nova should have 7 or 8 rounds in its cylinder and be capable of being suppressed. However there are mods that can easily make these changes, so NBD.
Weapons become so bloated and huge when in reality wouldn't better more futuristic weapons become slim and sleek?
Why use a cello sized sci fi AR when you could just use an M4 that’s half the size and weight? The HMG is ridiculous, the twin ♥♥♥♥ laser rifle thing looks crazy big and uncomfortable to use
games like Fallout and Dead Space and Starfield I noticed a lot too, such huge fat weapons that look so unergonomical it’s silly
(Personal opinion; bullpup weapons in general are yucky)
Bullpups are for shortening up "total length" of specific weapons. This has its advantages, and drawbacks. Well designed bullpup can be as effective as classical small arm. In game, there is no simulation of cumbersomness of long guns within tight spaces (corridors, small rooms). Bullpup in real life makes specific weapon a bit less cumbersome. Additionally, sniper rifle bullpup gives more stability for shooting from non-prone positions by moving center of gravity a bit towards back of a weapon. Drawbacks of bullpups are few - most obvious is shortening targeting line, shortening accessories space, and most important disadvantage, in most small arms (which does not have ejection of spent cartridge to the front, but at side) dissallowing shooter to use weapon from any hand (it does have its niche purpose of side-peeping from both corners - left/right). Additional disadvantage may exist for prone positions, but it strongly depends on weapon's design.
1.
The distance between the trigger and the hammer may cause difficulties in field repair as well as additional risk of failure in combat.
2. The position of the magazine makes reloading inconvenient.
3. Specifically regarding in-game bullpups: "Where the bolt go?"