I mean
more bullet-drop.. afaik there is drop now, but almost non existent since everyone reports of the same "laser feel" in the guns.
I also dont think sniper rifles need more drop than non scoped rifles. They could and should fill the role as sniper rifles.
Over all, what I think the weapons lack is a true identity, in real games most weapons are carefully designed as to have their own "thing", so players when they choose the weapon, is making an interesting choice so when the weapon performs well in the situation he planned for, he is rewarded -
he played right.We have that, to some degree, in FH2, but mostly the weapons are defined by the visual model only. SMGs suffers mostly as well as the LMGs. They lack role, whereas pistols work quite OK.
But on the topic of rifles, they could be way more interesting to use with the abovementioned tweaks, what it all boils down to, is putting players in to interesting firefights, where you win over your enemy by out-maneuvering him on the battlefield and take the right split-second decisions. When you are engaged in a player v player encounter, is when the real game play starts. We yank those moments away too abruptly I feel, leaving many players feeling unrewarded after killing an enemy. Or after being killed. Id say 7/10 times you get killed, you don't know what you could have done differently to change that outcome. That's poor player vs player interaction, and it's heavily based on the weapon designs.
This is why threads like these are so great
It is important that the responsible devs get the feedback on how the guns handle and feel. I mean, that's what the game is about. How many shooters are there on the market? What makes the successful ones succesful? I would say it all starts with the guns. Make those
right, and the rest will follow.