DMR vs BR 1 vs 1 Accuracy
DMR has a widening bloom and is effective at medium-long to long range... closer ranges you have to pace shots to land them.
BR has set spread and is effective at close to medium range... at further ranges the spread makes it hard to hit all 3 rounds, but 1 or 2 will normally make it.
Both weapons function well at medium range, with DMR taking long range and BR at close.
Problem is that at medium range and some closer ranges... you cant win a DMR vs BR because the BR can fire at full rate and hit all shots accuratly... DMR has to pace shots and therefore shoot slower and loses.... this is a big NO NO.
both guns should have the same accuracy at medium range... someone used to the DMR who normally paces shots from playing hours of reach shouldnt lose to a quicker shot because the other player does have to worry about spread...
Solution. make the BR a slight bit less accurate and make it so each shot of the BR (3 shots in a burst) is equal to 1/3 of a dmr shot. and instigate a stronger sheild gate... currently the BR can take out a person with low sheilds in one shot... while the DMR must use 1 shot to knock out sheilds and another to headshot.
DMR vs BR SWAT
Plain and simple make the BR two shot to head to kill. currently you can take out multiple people with one burst from the BR because of the spread and the 1 hit wonder headshot. the DMR has to hit the head and worry about the bloom. Un fair.
Summery problem:
BR has no variable accuracy thus can fire full rate no worries and 1 hits to head even when 3 shots should equal 1 DMR shot.
DMR has variable accuracy and has to pace shots thus slowing the fire rate. and when VSing a low sheild opponet must use 2 shots to get through the sheild gate... while the Br can fire 1 burst and take out sheilds with 2 shots and kill with last one.
Summery solution:
ADD BR spread / reduce accuracy at range.
Increae DMR sheild gate penetration / decrease BR sheild gate penetration.
Terms: Sheild gate: 10% sheilds take a 15% damage hit... so normaly would inflict 5% to health... a sheild gate make it so any excess damage is 0% and another damage infliction must inccur health loss.
EX: player has 12 sheilds and 9 hp... DMR does 3 Damage... BR does 1 per shot (3 shots = 2 damage) Head shots are instant kill, so statisticly damage is equal.
EX: With sheild gate...... 2 Players are hit with granade and now have 2 sheilds. player 1 is shot in the head with a DMR and now has 0 sheilds and all HP, second shot is fired and now player is dead. Player 2 is shot in the head with a BR, first two rounds of the burst knock out sheilds, last round kills.
EX: Without sheild gate.... player 1 is hit with DMR and sheilds are knocked out and player dies... 2 sheild + HP = 3 damage shot. Player 2 is hit with BR and sheilds are knocked out and player dies... 2 sheild + HP = 1 damage + 1 damage + 1 damage.
BR vs DMR... BR wins..... not fair... should be a tie.