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- Gun damage drops off over range, so for example a special subsonic handgun can't kill in one headshot past 15m or so they'll fall over though. The silverballer on the other hand has about twice the headshot kill range. (both are suppressed handguns so the worst at range)
- Recoil is a combination of pips and muzzle climb, so you'll notice your aim getting forced upwards and your spread will increase.
- I don't use sniper rifles often but as long as you aren't shooting through objects a headshot is a kill.
- Weapons within their own type tend to vary in their base spread, muzzle climb and spread increase per shot basically some are better at pinpoint accuracy and others at rapid fire. There are handguns, shotguns, sub-machineguns, assault rifles/battle rifles and sniper rifles.
- There aren't that many types of guns on field, but there are quite a few weapons unique to yourself. In rare instances you can find special guns, like in colorado there is a standard issue assault rifle without a stock, its pretty bad.
Honestly the main problem with the gun play is you can shoot around walls, basically if you can see the enemy you can hit it even if you don't physically have line of sight.
That and the AI with handguns just mag dump like psychos
I personally wouldn't buy the game if you wanted a refined shooting experience, unless you are really itching for a nice looking sandbox to shoot stuff in.
Just to make sure you know this is what I meant
I haven't really put much time into the older games, that said I don't believe enemies take too many bullets in this game. It feels like 3-5 rounds to the chest is usually the most you'll need and depending on the gun how careful you'll have to be with the trigger.
The game has a decent hit-stun system so I usually go for the chest then the head in panic situations
In regards to every gun being viable, I'm pretty sure there are at least 2-3 superior guns per class and like the others said there are no weapon mods, just gun different variants with different mods attached.
And about the guards with handguns they aren't so bad when you realise they have to reload every 3 seconds. They don't really take cover too often as they like to do approaching suppression when they outnumber you which is often.
Controller Aim maybe? auto-aim/aim assist design can make or break shooting in a console game.
I got the first season at 50% off, though having put quite a few hours into the game I would have been comfortable with a $50USD price for the game.
Note: I forgot about the ICA submachinegun that does REALLY low damage, even the unsupressed version requires maybe 8 bullets center mass and 2 in the head no matter the range. The UMP and MP5 wannabes are fine though.
(Not counting the futuristic Unreal Tournament game - there it is a norm).