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As for armor slots, I don't think light and heavy change that much. Someone on the Discord has mentioned that coverage changes slightly, but it didn't seem to be massive. What matters more is your plates in my experience. You can also edit your slots overall to decide if you want to put more in one equipment or less.
As for weapons, you'd be correct, they are mostly the same across their categories by design. Caliber and weapon type are mostly the same across those two categories intentionally, you have the freedom to pick weapons you like for what reason you like, but every weapon is viable currently and while there are 2-3 meta weapons, you're more than free to use others.
The meat of your challenges stems from your use of SMGs. The MP5 especially is an old-generation weapon that is going to be outclassed in factors like penetration when paired against modern-day assault rifles (or any assault rifles for that matter) and modern-day armor. SMGs are good for their fire rate, controllability, and short barrel length which makes them excellent for close-quarters environments, but their overall effectiveness is held back by the fact they tend to be pistol-caliber firearms. So when you mention that you often run out of ammo and need to switch to your sidearm, it's very likely because in fact both your primary and your secondary are using the same caliber and thus are roughly equal in effectiveness. It's going to take more SMG bullets to down an enemy, meaning more mags empty, meaning more strain on the equipment limits. SMGs would be suitable for helping gain compliance without incap/killing suspects, if only the enemy AI was more receptive to getting shot. If someone is shot multiple times in a protective vest, enough to stun them for a period of time, I'd like to think they'd at least consider surrendering but that struggles to be the case in the games current state.
Expanding on this, most guns in-game perform very much the same because most are AR platforms chambered with 5.56x45. If guns are firing the same ammo type, and are designed to meet similar tactical needs, it's no surprise and in fact, expected that they are to perform with a high degree of familiarity with one another. The only time you will find an extreme difference in performance is when comparing two weapons made for very different types of situations or designs that were made in different eras.
Yeah AI Teammates are bin material at the moment.
These are crucial elements that might neglect description that has been given by developers, but would give a better understanding of what purpose this weapon serve.
I found myself a bit confused when I was trying to guess in which caliber these given weapons might be chambered with (I know that in some description they are present).
i mean some weapons do give you the caliber, some tell you its a 9mm others say its a 5.56, but its in the description and relatively hidden. Its like if you put a list of guns and damage in the biography for operators in R6S
If it's the latter, than unless you've got a high speed magazine that has the small holes for counting (which can be awkward to check quickly, imo), or you want to stop and unpack the whole magazine, there's no real guarantee that you can tell exactly how many rounds you have left.
Single fire and count your shots. Best way to know how much ammo you have left.