there are a lot of guns in this game but there are a select few in the game that outshine the other guns in this game by so much u will put yourself at a disadvantage by not using them and to ppl like me that like to switch up weapons often this is very unfortunate. treyarch has went in the wrong direction by nerfing the few instead of buffing the rest that arent up to par. we all know hit detection isnt exactly the best ever so do we really need more pointless recoil/hitmarkers that punish us for executing with our weapons? destroying the pdw and msmc did not make most of us want to use something like chicom any more than we did before, it just made a lot of us want to put down smgs altogether and use the an94. guns are balanced so poorly ppl rather rush with pistols/snipers than smgs and shotguns. today i prefired around a corner and hit a guy from 1m away 3 times with my skorpion before he hipfired me twice with his svu and killed me. my problem isnt with the sniper, my problem is that 3 bullets wasn't enough to kill him at that very close range. fixable stuff like this is why so many hardcore and casual fans are at wits end frustrated with this game and crying about how the r870/snipers can 1 shot them while they have to hit them 4+ times. i will individually go over each weapon and suggest how i would make ALL of them worth considering over the other.
pistols: give a 1.1x headshot multiplier to all of them except the executioner, make the executioner a 9 pellet shotgun with a 1.2x headshot multiplier and increase the range 1m
smgs: undo ALL nerfs to them, give them all a 1.2x headshot multiplier (including the skorpion), give the mp7 and vector 6m of 3 hit kill range, give the chicom/peacekeeaper 9m of 3 hit kill range, make the peacekeeper have a smg ads time rather than a assualt rifle ads time, give the skorpion 5m of 3 hit kill range.
assualt rifles; give them all a 1.3x headshot multiplier, restore the an94, cut the recoil of the scar down 20-25%, give the mtar the ability to inflict 45 damage for 21m, make the type25 a unlimited 4 hit kill and give it a 1.2x headshot multiplier, make the swat a unlimited 3 hit kill on burst with 45 damage up to 25m, give the fal 10m of additional 2 hit kill range on semi auto and undo the hipfire nerf, make the smr inflict 70 damage for up to 25m on semi auto, give it a 1.5x headshot multiplier, increase its 2 hit kill range 10m, undo its hipfire nerf and make its ads time the same as the other assualt rifles, make the m8a1 kill with 3 bullets on burst for 20m, give it a 1.2x headshot multiplier, give the m27 9m of 3 hit kill range
lmgs; give them all except the qbb a 1.4x headshot multiplier, increase the 3 hit kill range of the lsat, qbb and hamr 5m, make the mk48 have unlimited 3 hit kill range and give the qbb a 1.2x headshot multiplier
shotguns; make sure none of them have ridiculously huge hipfire boxes and pellet spreads, undo the r870 nerfs but re-nerf it so that it has 1.5m less range than the original version and thats it, make the s12 and m1216 9 pellet shotguns and add 3-4m of 3 pellet kill range to them, slightly speed up the rechambering time on the ksg
snipers, undo the firerate nerfs to the dsr and ballista, noticeably increase the amount of flinch they endure while scoped in, completely take away aim assist from all of them except the svu but noticeably reduce aim assist for the svu. dnt take away a skilled sniper's ability to get lightning quick quad feeds but make them earn them without the cpu's generous aim assist holding their hand.
random game mechanic suggestions that relate to balance that might or might not work; make rapid fire add 10-20% firerate in exchange of 10-20% of your accuracy (i personally prefer cod without rapid fire but if u are gonna put it in the game dnt make it completely useless), make select fire change semi auto guns to burst rather than full auto, slightly buff grip so its worth spending a point on, reduce the time it takes to go from standing to prone a bit, make target finder slow ads time noticeably as well as increase sway, reduce stun effects of shock charges so that they work more like a one time notification device rather than a plantable concussion grenade death trap.