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feels like a man with a ♥♥♥♥♥♥♥ FGM-148 when using it. even cheaters won't need cheat if they have this one. makes no sense.
The SPAS-12 is great out to 70~ meters with all the range and accuracy widgets on it (just stick to over-the-shouler aiming, its ADS isn't well down, and doubly so with the stock extended). The reloading mechanism is nice for compulsive reloaders while providing enough ammo on hand to usually cover for a poorly aimed shot (yes, you have to aim it).
The SASG-12 is a pretty solid spam-cannon at about 40m, is clip-fed, fully automatic, and can have up to 30 rounds loaded to go at once. With the ammo pool, it doesn't hurt too bad for using a silencer once enemies are at Hunted and up status, either.
The Wilderness has the same ammo pool, but also possesses the range, accuracy, and killing power needed to be effective beyond hand-to-hand range, features sorely missing in the Super Shorty.
*One can make fairly convincing arguement for most weapons being somewhat superfluous in the face of most AR's, and many of those are so samey that the game would lose little with their removal. Even those superflous weapons, though, are at least reasonably functional. Often time they find nifty little niches to exploit or, at the very least, execute their basic function/role with enough competency to be perfectly serviceable throughout the game. The Super Shorty is, however, an incredibly niche weapon without the damage or reliability to even be useful in that niche.
Hmm... after that, I'd say the SRSA1 would be the next weapon I particularly dislike using. There's no reason for it to have it take longer to reload than the HTI (really, just swap their reload speeds) and the fact that the range weapons can be heard at when supressed is the same across class (regardless of what the noise stat may want you to think) kind of kills the attraction of what would otherwise be a neat weapon for quietly eliminating distant enemies whenever there are enemies near you. It doesn't really really good to use most of the time either, though I can't pin down why.
My favourite are all the Russian weapons, I quite like the 56xxi rifle.
Range also impacts bullet drop pretty substantially for sniper rifles. Short Shift Angled Grip+Range Finder+Long Barrel+Compensator V2 (where applicable) will let you max both on most rifles, though if not, a Scope with +Accuracy will usually cap your accuracy.
Keep in mind with the Stability perk maxed (including medal if it has one) and lying prone you'll have your scope sway reduced by 95%, making hitting targets pretty easy even at 400m-500m once you have a feel for your bullet drop in relation to your crosshairs.
Oh, and since you're not using a can, you won't be nerfing your velocity or ability to punch through intermediary barriers, which are nice things to have.