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Bullet damage is not the only balance factor.
-Damage per shot
-Damage falloff distance
-Rounds per minute
-Magazine size
-Reload time
-Recoil
-Ads time
-Weapon switch time
-Possible attachments
-Movement speed and armour of the Operator
Are all things you need to consider when balancing weapons. Not to mention different operators fill different roles. From utility, to raw killing power and everything in between.
A good example would be Jäger and Pulse. Jägers M416C is vastly superior to Pulses UMP-45, but Pulses gadget, in turn, allows him to provide more utility to the team in regards to information gathering and setting up kills than Jägers ADS can.
Also, on a sidenote. .50 Beowulf (the round Mavericks AR-15 is chambered in) is quite a bit smaller, ans doesnt go nearly as fast as the .50BMG (shot out of a Barrett) which you were probably thinking of.
There will still be a difference in energy that the rifles of Buck and Maverick are able to deliver, but it wont be as significant as when 1 round was the .50 BMG.
Also, if this game was realistic, one round to the chest out of a battle rifle would put you out of commission instantly.
Something they thankfully havent done due to gameplay purposes.
I dunno why you're seriously getting mad over weapon damage lmao do you own an AR15 and you feel inferior now?
FAIR AND BALANCED-UBI