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Zgłoś problem z tłumaczeniem
Again, just in case, while the real-life AKM (which, by the way, is what the in-game AK47 based off of, not AK47 which is a 1949 model that predated all modern AK-series rifles but wasn't actually mass-produced in its original modification and was very quickly replaced by the new and improved mods) does indeed have a nominally more potent cartridge - 7.62x39mm as opposed to M4's 5.56x45mm, its stopping power isn't terribly higher than that of M4, and both bullets are supposed to have somewhat similar properties when it comes to armor penetration (armor class IV and up body armor is intended to be vaguely effective against both cartridges, but acIII vests aren't effective against either); also, AKM is big (not heavier, by the way - their loaded difference is measely 200 grams), clunky and (in my opinion) unwieldy, making recoil management a significantly bigger pain. Also, realistically speaking, firerate difference also makes sense, since AKM's technical max firerate is 600, whereas M4s, based on modification, range anywhere from 700 to whopping 1100 rounds per minute.
So, yeah, game balance aside, these two guns in the game are relatively close to their real world counterparts, and are at least mostly balanced around each other.
Wait, how exactly do you think it should work..? A bullet is a bullet no matter what. A S.A.S. soldier might have a harder time reloading the AK properly, yeah, but they should have virtually no trouble aiming or compensating the recoil (since it's easy to adapt if you're already trained with at least some weapons of the same class), and damage/penetration/firerate (for f/a) have nothing to do with the operator, just the weapon's mechanism and ammunition itself.
Why? It's an ak no matter who picks it up.
Ct don't have a disadvantage when they pick it up.
I think you're trolling because no one can be this special.
No, I know! m249 SAW is the way forward, people.