I'd like to write up a full review of the weapon modifications you have put preset in the CASE "The Bolo" that is available for winning after completing the achievement for the event.
In short, what you have done by putting these mods in the LMG is made it worse for its purpose than having an empty slotted Bolo. You have also gone against the weapon mod rule by having two mods of the same type (Purple) fitted in the gun. The other weapons in the game like this is the OCA-EW 626-SD "Silverado", which houses an SMG Silencer mod and Cooling Jacket 3 and the Stabba NL9 "Thor" and "Inazuma" variants, which have both Bandolier and Mag Pull.
Before we delve into why two of the three mods put into this weapon are actually making the gun worse than better, I will first give an overview of the LMG class of weapons in the game.
Light Machine Guns
The LMGs in this game all follow a common theme, based on their design and follow an intended use. I would like to point out that this is not the only way to use them and some of them do differ slightly from this theme, but the general idea of LMGs follows this common theme.
Almost all LMGs in the game are best suited for holding the LMB down whilst standing still or crouching still and not worrying about accuracy loss. Instead, the idea is to suppress the enemy as much as possible by getting shots down range onto the target in fully automatic firing. There are one or two outliers in regards to this rule, due to how they are made, but the rest follow this rule.
This is shown by the LMGs reaching maximum bloom after the first or second shot almost instantly, but having a very low maximum bloom compared to their original accuracy, encouraging players not to tap fire or burst fire the LMGs too much and just go all out.
The best example of this was the way the AMG-556 "Medusa" was created. The Unique modification REDUCES RECOIL THE LONGER YOU FIRE, further encouraging players not to bother with only throwing a few bullets down range, but the whole mag.
I feel (since at the start of the game the ALIG 762 and SHAW 556 were the only LMGs) this was the original idea and design intention of the LMGs as a whole: suppressive support weapons that can be deadly if you're caught in their line of fire for too long, but they're not the most accurate and can't really precisely hit you on a corner or behind some light cover.
The mods you have chosen for this weapon
In the case (no pun intended) of the CASE "The Bolo", which is a reskin/remesh/remodel of the ALIG 762 and thus uses its statisticss, it is designed for Anti-vehicle purposes, but can also kill enemies rather quickly if you can land the shots. Its maximum bloom compared to its minimum accuracy is not much different and thus promotes the use of holding the mouse button down and firing as many shots down range. Therefore, damage per shot is key and mobility is not really a concern. Furthermore, like the SHAW, the CASE has a severe movement penalty when equipped and its accuracy is very poor when in a standing position, promoting "turret" like gameplay where you set yourself up to ambush a player as they run into your line of sight, rather than hunt the player down yourself.
In this regard, the gun plays a much more defensive role. Even with Car Spawner's introduction, ALIG/CASE users tend to either turret on the top of a car, or use an area they can suppress with safety without moving around as much as an AR user or CQC weapon user.
As mobility sling clearly states, it increases movement in marksmanship mode by 50cm/s at the downside of Increasing equip time by 15%.
As a result, this is completely counter-intuitive for the ALIG/CASE, as you want to be able to equip the weapon as fast as possible and set yourself up. Given its inherent bad accuracy standing, you won't be walking in and out of cover quickly, not to mention its movement penalty as well (as aforementioned)
Heavy Barrel 3
Heavy Barrel reduces accuracy loss per shot by 15% at the cost of reducing damage per shot by 30% . This includes BOTH HARD AND SOFT DAMAGE (damage to players and vehicles).
This should be already obvious, but by reducing the damage output of the slow firing weapon whilst reducing its accuracy loss for a gun that reaches maximum bloom after its second shot is completely worthless. As a result, the weapon now suffers from less effective damage down range over time and to vehicles but will now reach maximum bloom after its 3rd shot.
I would implore you to not release these mods on this weapon as they will only make it worse than it currently is. Not only will it take longer to equip the weapon, it will also do less damage to anything it hits.
I understand you may not want to put the most optimum setup in the weapon to promote people buying the open 3-slot CASE in the marketplace, but please don't put the worst possible mods in the gun. That will deter people wanting to even go for the reward.
Instead, I would recommend:
Improved Rifling 3 (For extra range for it at the cost of higher maximum bloom. It's a fair trade-off if you think about it)
Mag Pull 3 (25% reduced mag size - It starts at 75 but will have 56? with this equipped, but will have a much faster reload time, allowing players to get right back into suppression and getting shots down range. It will also reduce downtime when they need to quickly reload on the fly).
These may not be the best mods for the gun, but it gives a little variety to it, without sacrificing the effectiveness of the weapon.
Please consider this, or at least change the mods you have on it currently.
Edited by Kempington, 20 December 2016 - 06:03 PM.