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You claim two weps are exactly the same, minus one difference, then ignore every other difference. A 0.17 difference is substantial as most guns have a <0.5 dmg difference. You're also ignoring the range difference which dictates how far you get full dmg on enemies.
You're claiming the guide isn't about numbers, yet you give numbers. The guide says the Sawed-Off has a 2.5cm effective range; completely made up. All shotguns, excluding the Choke, have a range of 4m or 400cm....400 vs 2.5 is quite the difference.
Not a DMR fan but it doesn't excuse lies saying it kills all smalls with a headshot; or saying the Sniper or Scatter kills all non-bosses w/ 1-shot; or saying the HAR kills smalls in 1-2 shots.
You're brushing off being called out for putting out a bad guide with incorrect info as being salty or moaning.
I tip my hat to solo runners! Kudos to those who can spend 4 hours kiting giants and exploiting doors...that's also no use for a general guide line to GTFO is it?
Butt seriously. Below is a spread sheet link if you wanted numbers. In game that HUGE 0.17 difference between burst/assault rifle damage is less of a concern than being locked into burst fire+blue holo sight for 60 mins. In my humble opinion.
Also the Carbine is utterly inferior to the SMG but some people like that and i respect their right to be make mistakes. Breaking limbs causes any over kill bullets to miss. SMG is at worst 11 shot kill, Carbine is 12-16.
As has been typed multiple times:
Just use the guns you enjoy the handling of and you are more likely to win. If a combination is not working, mix it up.
If you have anything else to add feel free, if you were looking for an updated number list maybe try the official discord.
The Carbine isn't just the SMG in a 4-round burst nor is the Burst Rifle the Assault Rifle in a 3-round burst.
The Carbine and SMG do share a lot of stats but do have differences like range, precision multi, hipfire spread, shot/burst delay; you can actually unload the Carbine faster than the SMG.
Saying it for the Burst Rifle though is even more insane as they basically only share a magazine size. The Burst Rifle does more dmg, 2x the range, better precision multi in exchange for lower total ammo and longer reload.
It's dmg is just slightly worse than the Assault Rifle and its range is equal to both of the other's combined (5m +10m = 15m). Its recoil is terrible from the hip, forcing you to always ADS. The main drawback, its reload speed, isn't bad because it is the longest but because it is the only one that can't be anim cancelled (swaping the gun once its actually reloaded to skip the rest of the animation). Often this cuts out roughly 50% of the reload time. This is one of the reasons the HEL Revolver is so popular. Despite the claim its reload speed is a downside, it finishes reloading early into the animation allowing you to reload it in about 1s.
Sniper Rifle does NOT kill ANY giant to the head. There is a striker variant that doesn't take bonus headshot damage, so the giant version won't be affected by the precision dmg either (it will only take the 40.01 dmg; 1/3rd of its HP).
Why the Scattershot was able to 2-shot bosses at release is wrong. At the time, the Scattershot did so much damage that it bugged out how damage is applied to bosses. Bosses lose HP equal to the HP lost by their tumors. If a tumor has 1 HP and is dealt 50 dmg, the 49 overkill dmg is lost and only 1 dmg is dealt. The Scattershot broke the system allowing all 32 pumped into 1 tumor to deal several times the tumor's HP in dmg to the boss.
Heavy Assault Rifle does 5.01 dmg and strikers have 20 HP, shooters have 30 HP, and giants have 120 or 150 HP, so it will never kill a small enemy with 1 shot (2 only possible with head or backshots) nor will 15-20 shots kill a giant (only with several headshots).
I'd advise NOT giving advice without knowing the stats and using and experiencing the guns yourself for at least a couple runs.
A lot of this info is detrimental to new players, especially since there is no true tier-list for guns. Each player on a team fills a role: high priority target damage (Revolver/Shotgun/Choke for certain levels and Sniper/Scattershot for giant/boss heavy levels), wave grinder (deal damage to groups of smalls during alarms; Machinegun and HEL Gun), wave stagger-er (prevent enemies from being able to melee your team; SMG and Machinegun), and fill (typically the Biotracker guy as they need to keep marking enemies so if a say a giant shows up and needs to be sniped they can't be purely focused on that and ready to snap onto its head; job is to help whatever role needs it; HAR is great for this).
Still even roles need to be flexible on what they take depending on the mission.