Phantom Forces Wish List

This page will be for whatever you wish to be implemented in Phantom Forces. Feel free to add to this list.

''Please note: as the Call of Robloxia Wikia is not affiliated with StyLiS Studios, there is no guarantee that this wishlist will impact Phantom Forces. Also, please do not remove features you don't want in the game. This is a page where anyone is welcome to add what they like, no matter how fanciful they are or how unlikely they are to be included in the game, and removing features is not courteous to others. However, that being said, do not add crazy features to the list. (One example of this would be "I want flying UFOs to be a vehicle to drive in Phantom Forces!")''

Another thing to note: If a wish gets added in-game, do not remove it from the list - leave it there so that people know that it's been wished for and added.

You can find the official Phantom Forces Lists here:

Weapons and Attatchments 

Gadgets

Mechanics

 * See how many KOs your killer has achieved on the weapon they have used to kill you.
 * Actual Accurate sights for Guns cough* G36 Cough* Here is the REAL scope for the G36.
 * Service Stars for more points; maybe it can also build upon the above mechanic?
 * That ability in Battlefield where a class appearance changes from class to class. Assault  Scout  Support  Recon )
 * Knife Takedowns
 * Suppression bonus (Only for support,say you suppress someone with an RPK and then he goes prone to hide and dies from sniper.Basically after you get 20+ exp.After all,it is SUPPORT after all,so it would make sense to award suppression.
 * It'd be hard to award class-specific bonuses, especially since suppressing an enemy player doesn't give a lasting effect (if the Suppressor gets killed when firing upon the Suppressee, the Suppressee will not be affected in the coming seconds). There are also guns in other classes that can suppress well (like the P90 and Slug Shotguns, for example).  You just need a large magazine, sustainable fire, and big enough bullets, if your fire rate can't make up for it.  -CamaroKidBB
 * So I guess RIP Idea.-Author
 * Not really. It's still possible, because suppression is still helpful for teammates to not worry about their precious brains not having a bit more lead than they should because the sniper in question couldn't aim better.  -CamaroKidBB
 * And since half of the snipers have ballistics tracker, they can't aim.-Author
 * Ability to change zoom of scope (Example:Using BFG and you want to aim better.You press the up arrow key and it goes closer,11x)
 * Only problem is that the more zoom, the more magnified the bullet drop. And pressing the up arrow while still zoomed in with a mouse and still moving around can be a bit of a challenge.  -CamaroKidBB
 * Multitasking is assential mate.I think hold shift one finger,while ADS pressed Q,and the up and down arrows.
 * After shooting alot with an MG,say 50 rounds,you will be forced to change the barrel.
 * Gadgets
 * The ability to change grenades
 * Perks
 * That feature in Black Ops 3 where if you fire above the firecap, the weapon will continue firing at its firecap instead of 'jamming' up.
 * what do you mean by "firecap" if your talking about magcap that's unrealistic and if your talking about ROF increase that is not a feature in game
 * I'm talking about the ability to click as fast as you like, and the gun will continue to fire at its firecap instead of jamming up all the time. If you fired say, the MK11, and you are clicking at 550 RPM, and the MK11 under the new feature will continue firing at 320 RPM instead of jamming up. -CamaroKidBB
 * MK11 is sniper,there is no problem with the jam up.
 * I'm not talking just about the Mk11. This could also mean the SKS as well.  Also, the Mk11 isn't my go-to definition of a sniper, but what gives, amirite?  -CamaroKidBB
 * Well the SKS doesnt have a bad jam up because of its high RPM.MK11 is accurate,the sight is not crappy,the damage is amazing,and theres semi so it doesnt have to pull the bolt to rechamber.
 * If you have played Call of Duty: Black Ops 3, and messed around with the Shieva or Drakon rifles, you will notice that no matter how fast you push the trigger button or click, either gun will continue firing at that rate instead of jamming up. I already made that clear in the first reply tho, so go refer to that if you wish to have an explanation other than this one.  -CamaroKidBB
 * Keep in mind the Shieva and Drakon are futuristic weapons,they probally found something for the firecap.-Author
 * It's just coding. The max firecap functionality is never explained in-game or in the data vaults, as firecaps are just for balancing to begin with.  If that feature was put in, it wouldn't kill anybody, because the firecaps are still there, just less annoying for those who wish to spam, which is the majority of the player base anyway when handed a slow-firing DMR.  -CamaroKidBB
 * Its a nerf for the MK11 and all guns so people cant spam guns.
 * Again, majority of the player base, when handed a slow-firing DMR, will pretty much use it to spam because of its typically high damage potential. May as well include the feature when necessary.  -CamaroKidBB
 * I thought we were talking about removing the firecap.
 * Not removing it, but unable to 'jam' up by clicking faster than the firecap, while still firing at the firecap. Again, toying with the Drakon and Shieva is easier to do than explaining the feature.  They both have low firecaps, but no matter how fast you click, they continue firing at their firecap.  -CamaroKidBB
 * This is BF4 we're talking about, not COD: BO: III.
 * If you are talking about the feature being unrealistic, semi-auto firecaps in and of themselves are unrealistic. Granted, not firecaps around 500 RPM or higher, but more like firecaps at about 300 or even 150 RPM.  While it results in guns that fire at that rate to be *slightly* faster firing because of the removal of the 'jamming,' at least it won't be entirely inconvenient to have to choose a Mk11 over say, a SKS.  -CamaroKidBB
 * Throwing back Grenades
 * Killstreaks- i.e. MAV, TUGs, etc.
 * They should probably be more "passive" streaks- unable to kill your enemies; i.e. no "TACTICAL NUKE INBOUND" sign should appear.
 * Killstreaks for medpacks, ammo crates, reinforcements.
 * Some killstreaks can become class exclusives that best fit the class's main playstyle (Engineer: Sentry, Recon: Drone, Support: Ammo Crate (Like an ammo bag, but lasts longer): and Assault: maybe a Helicopter Sniper to support the team.)
 * Sniper helicopter might be a bit op if it was 100% accurate and could get annoying if spammed by people camping on the crane - zebramax
 * Of course, there would be balancing countermeasures, like the heli sniper not having a 100% hit rate, or having to be able to switch to the heli sniper to get guaranteed kills. -CamaroKidBB
 * Heli sniper should be able to be controlled and be used as a sniper.Of course you can destroy it as a nerf.
 * Barrel overheat on LMGs if they are fired for too long (3-5 seconds)
 * A true "Spectate" mode
 * Time changing- in other words, the server will cycle from day to night as you play, meaning that you will eventually have to switch to weapons with tactical attatchments- i.e. Suppressors and flashlights- at night.
 * A "voting" round where everyone decides what gamemode and map they want to have; it can be every once in a while.
 * For Game-modes to be random for each map, so there is a random chance of any game-mode.
 * Night operations (like BF4) but with no radar and optional NVG goggles as a random option on the larger maps like Zavod
 * Gibbing
 * For those of you unaware, Gibbing is essentially heads exploding and arms and legs being torn off. However, this feature should only be available on guns like the Deagle, BFG 50, shotguns, and any fully automatic gun firing a full power rifle cartridge (unless it's below approx. 480 RPM, so HCAR won't gib, but SCAR-H would)
 * The mp412 rex fires 357 rounds so would also make sense for gibbing
 * I know that, and as such, gibbing isn't restricted to full auto guns only, it is only restricted to full auto guns only when talking about full power rifle rounds. Just to clarify.  -CamaroKidBB
 * Shouldnt all sniper rifles gib the head?
 * Yes. That could count.  Although BFG could also gib limbs too.  -CamaroKidBB
 * Would it lag the game?
 * I've seen mods that insert gore into Phantom Forces. I think it would only lag the game if the player, no offense, is playing on a potato.  Only certain guns can gib however, so limiting what can gib and what can't is a good idea not only for realism, but also for the purpose of lag management.  -CamaroKidBB
 * Okay, like the BFG 50 and SCAR-H turning players into mush that would make DOOM feel threatened.
 * Unless that gun happens to be a 20mm autocannon, guns can't realistically turn anyone into an unrecognizable mush of organs and brain matter. At best, they could dismember limbs or even decapitate.  -CamaroKidBB
 * Bullet Hit sound (body).
 * Footsteps sound disabled upon crawling.
 * My preference only, but I'd like footsteps to be disabled on crouch, to be more lenient. -CamaroKidBB
 * More realistic nights
 * Weather (rain, snow)
 * Competitive Gameplay
 * Squad mechanic similar to the Battlefield series
 * This would mean that you could only spawn on squad members, thus reducing the amount of players spawning on teammates just to get a kill.
 * And points! :D
 * Possibly Specializations and Squad Specializations, the latter being able to build up on the above Squad mechanic mentioned.
 * More variation to gun reload sound (Confirmed, CTE has it lol)
 * Also, the reload sounds seem unrealistic to me. -Kobile
 * Crates (Able to be opened for 100 Credits per crate. Gives out alternate reticules for sights, knife variants, camos, and Kill Counters for any gun)
 * The ability to "zoom" in from the hip for PDWs, similarly to the alternative "sight" on Shotguns by pressing T without a canted sight. It should function similarly to Bad Company 2's shotgun zoom ability, causing the PDW to come closer towards the center of the screen, allowing for more accurate "hipfire" and the ability to more clearly see your Laser sight.
 * Greater Exp. awarded for killing higher ranked people. The higher the rank, the more exp that is awarded. This is to encourage players (particularly snipers) to try to eliminate "officers", as is done in real life. It would also give the higher ranks something to do, since the game is probably too easy for them now.
 * Wound Effect from COD 1 (Blurry vision,ringing)
 * Wound effects. Meaning you shouldn't be able to immediately walk away and shoot perfectly fine after getting shot in the face by a sniper rifle. Even just small things like blurry vision, double vision, or the radar going weird for a few seconds after taking a head shot. Reduced speed after getting shot in the leg. Increased recoil or reduced hipfire stability and aim stability when shot in the arm, and the inability to sprint when shot in the chest. Severity depending on what weapon was used and how many times the player was hit. Any one of those would help to increase the overall realism.
 * The ability to spend credits to give a favorite gun a name, that could then be seen on killcam, with the gun type in parantheses beneath it. Example: You were killed by xXMLGn00b_slayerXx with Lead Rain (M60)
 * If you spot an enemy, it will show the emblem of their class (Assault is a fist, Scout is a pair of binoculars, Support is an ammo box, and Recon is a crosshair), and the distance of the target. This means targets will have varying priority in being taken out, and will have a devastating effect if there is a competent recon/spotter.
 * Example of marker: '+ Dist. 465'  (This means the target is a Recon, and is standing 465 studs away).
 * It also lets people not have to use the ball track.
 * Fire rate decay (only for LMG's. This would resemble an overheat mechanic, yet would still be more leniant than an overheat mechanic.  While there was fire rate decay in the game, it should come back, and instead of it kicking in after 10 rounds fired, make it kick in after 20 rounds fired.  This encourages bursts of LMG fire rather than spraying the entire mag)
 * This used to be implemented for all weapons, but because of its general hate it was removed. Don't expect it to be re-implemented. -FG
 * Penetration Bonus (+25 points for shooting an enemy through a wall. The bullet(s) ha(s/ve) to go through the wall for the accolade to count.  You can't shoot the glitched limbs for it to count.  I could bring up the XP bonus, but since only certain guns can reliably penetrate walls (Like AK-47, Honey Badger ,and BFG 50 to name a few), it's that way to provide a minimal statistical advantage over a player with a gun that can't penetrate walls as easily.)
 * If both your primary and secondary fire the same type of bullet, then their reserve ammo is automatically combined and shared. MP5 and Tec-9 in the same class for example will both have 180 bullets in reserve, which is used by both; if the Tec-9 depletes its ammo in its magazine, the reserve will go down to 160 for the MP5 as well.  Goes away when you pick up another weapon, and will either go with its max ammo with >120 bullets (for the MP5) or >60 (with Tec-9), or go with another number if it is > 120 for MP5, 60 for Tec-9.
 * REMOVE SERVER CHECKS PLOXXXXX (In-Game, kinda)
 * Different uniforms for each map (i.e. desert camo uniforms on Desert Storm, astronaut suits w/ jetpacks on the Moon map, etc.)

Attachments

 * PU scope for the Mosin Nagant/Obrez only
 * Both guns have a straight bolt. The PU variant of the Mosin has a curved bolt.  -CamaroKidBB
 * Possibly change the bolt to curve it and mount the PU as well.Keep in mind its the model changing.
 * Not only the model, but also how the gun works. Instead of putting in a stripper clip, you have to load the bullets individually because the scope is blocking the stripper clip access.
 * Could be a seperate variant of the Mosin at Rank 30.
 * Drum Mag (For Every Gun, your choice if also Pistols should have it)
 * Extended Magazines
 * Dual Mags (a-la Black Ops 1)
 * ZF 39 4x (It has the same reticle as K98ks scope in CoR)
 * Removed ability to buy attachments to counter Ballistics tracker buying
 * Dual Wield
 * Preferrably Dual Wield would be pistol-only and not for high damage pistols like the Deagle and MP412- zebramax
 * The deagle counts as a pistol so it goes dual wield.The MP412 is a revolver and thus will not become dual wielding unfortunatly.
 * DEagle can still differentiate from normal pistols in terms of attachments; like the other semi pistols become compatible with dual wield, but the DEagle could not. It's happened with the M9 against the G17 with VCOG compatibility, so why can't it happen with the aforementioned two against the DEagle?  -CamaroKidBB
 * Eh, its probally a nerf because of the Deagles high range capabilities.
 * Sniper Spotting Scope (Battlefield Bad Company 2); feature essentially added in the Ballistics Tracker as of the January 2 update
 * I know the Ballistics Tracker is here, but I would like for a "Spotting Scope" to be featured in Phantom Forces instead of having just a Ballistics Tracker. When hovering over a hostile, they should be instantly spotted, but there would be no bullet drop icon nor any way to see who else is there besides where your scope directly hovers on. Basically a BT but with a bit more tactical use instead of the garbage that only Bush Wookies use. -FactionGuerrilla
 * I agree its good,I don't want to be hated just because I aim with the BT because I dont want to put the graphics on 10.
 * Tactical Flashlight
 * SUIT scope
 * Lengthened Barrel (Increases damage and range due to the long barrel,but less accurate because of the bullets bouncing inside the barrel alot more.Recoil stays the same)
 * The only reason bullets would 'bounce around' in the barrel is if the barrel was not rifled, which is only true in shotguns and smoothbore muskets. If anything, they actually increase the accuracy since it gives the bullet more time to spin in the (lengthened) barrel and perhaps even be propelled faster from the gun, leading to less bullet drop.  -CamaroKidBB
 * Under barrel grenade launchers for smoke, flare and EMP (not explosive as it would be op)
 * Maybe if the explosive radius of a HE frag was smaller than the regular FRAG grenade, then it could work. Either that, or it could just shoot 40mm FRAG rounds- ones that act similar to the hand-pulled counterparts. -FactionGuerrilla
 * Or the bullet drop be VERY high and you have to aim like,50 studs up.
 * Pistol Flashlight
 * Half and Full Ring Sights for Primaries
 * Rifle Grenade (Only usable for the DMRs and compatible weapons, pressing X will activate the mode,then left click to fire. It has 1 ammo and 42 reserve.  Nerfed because you need to insert blank cartidges and put on the grenade.Makes sense when the M1 Garand is added)
 * Some Assault Rifles in real life could also use rifle grenades. Just give the option between an underbarrel grenade launcher and a rifle grenade.  Rifle grenades have a shorter trajectory than the underbarrel grenade launchers, but have a wider one-hit explosion radius and maybe even reloads quicker.  And besides, modern rifle grenades are designed to 'capture' the bullet in the grenade, launching it and priming it.  -CamaroKidBB
 * But they still use blanks to propell the shot.-Author
 * Some do, but there are modern rifle grenades that literally trap a live round within the grenade, propelling it, while at the same time starting the cooking process. -CamaroKidBB
 * Which means that lito has to find out which guns use live and which ones that use blanks.-Author
 * No. Lito just has to find out which guns can take rifle grenades and which ones cannot.  It can also be for balancing purposes, like how AK series can't take rifle grenades, but the FAMAS can, or something like that.  It's very time consuming to switch magazines, rack the handle, THEN place the rifle grenade, rather than simply sticking the spigot-type NATO rifle grenade on the muzzle and firing.  -CamaroKidBB
 * AKA only giving NATO guns the rifle grenade spigot. -Author
 * Well, I guess... But for gameplay reasons some non-NATO guns could use it as well.  -CamaroKidBB
 * Such as the AK12 and AN-94. -Author
 * Kill counter in the 'other' category of attachments; unlocked straight away. Digital counter on the side of the gun that counts your kills with that gun; 5 digit counter (counts from 00001 to 99999).
 * TL;DR: Basically the StatTrak from Counter Strike: Global Offensive
 * (...Or the Weapon Prestige upgrade from CoD: Black Ops 3!) -FactionGuerrilla
 * Quickdraw Grip
 * Heavy/Long Barrel
 * Straight Pull Bolt
 * Optic Magnifier
 * Reticle Changer
 * MP5K's prototype foregrip (Exclusive to the MP5K)
 * Default Scope (The sniper scope that can be seen on the BFG and the Intervention. It only can be used on DMR's and sniper rifles without the scope such as the Remington 700.  Here is the link.  )
 * PSO-1 High-Power scope (Found on the SVU, it allows you to use a optic that is red. Here is the link.  )
 * PSO-1 (Here is the optic. )
 * Could also replace the PK-A as the Russian long-range optic, given that optic's zoom level was decreased. Rightfully so, too, because the PK-A is a normal high-durability red dot sight, NOT a mid-magnification scope.  -CamaroKidBB
 * PK-A is honestly not that high range due to the stats. The accuracy is debuffed.  I prefer the PKA-S.   -Author
 * Both the PK-A and PKA-S were designed with the intention of being 1.0x high-durability red dot sights much like the Comp Aimpoint, and neither could replace the PSO-1 in the scope role because of the realistic lack of magnification (although there needs to be some magnification retained when using it). -CamaroKidBB
 * Ah, like the PK-A and PKA-S are short range weapons. -Author
 * Tracker Sight (Works similarly to the Ballistics Tracker, and same model even, except for a cyan dot reticle on the center of the screen, the phone is mounted sideways, and the mounting is in the center, instead of offset. This attachment is different from Ballistics Tracker in that it spots players using red squares on center mass instead of yellow diamonds on the head and cannot calculate ballistics.  Due to positioning, the Tracker Sight offers less peripheral vision than many non-VCOG sights (Think Target Finder peripheral vision from BLOPS 2).  Same magnification as Comp Aimpoint)
 * Optic Magnification Changer (Changes magnification of scope)
 * OKP-7 Russian Red Dot Sight
 * SilencerCo Osprey
 * Don't question their name, "silencer" when they make suppressors.
 * Slug rounds (100-34 damage with 3.0x headshot multiplier, shotguns only) (In-Game, but with 3.0x - 2.5x damage increase, and 1.8x headshot and 1.5x bodyshot)
 * Frag rounds (2.5x - 2.0x damage increase, no multipliers, 7.5 stud lethal radius, explodes on contact with 35 explosive damage up until 2.5 studs, shotguns only)
 * Bayonet (Longer knife range, with slower stab animation) (Alternatively, placing the user in a charging animation that you cannot cancel, is faster than running with the gun, and will kill the target in one hit)
 * Iron Sight (Replaces snipers or anything with a default scope with an iron sight)
 * ZF 12 (German sight made for MG08 that is literally just a triangle)
 * Custom Fire Selector
 * Since Phantom Forces is its own custom game, why not make custom Attachments for the game itself? This Attachment would reside in the "Other" section, and would make changing firing modes extremely rapid, similarly to the Black Ops 2 variant or Battlefield 3 version versus the slow and casual flick of the switch currently in-game. --FactionGuerrilla
 * Well put the M60 on burst,its bye bye enemies if it goes hyper burst.
 * M60 doesn't even have a fire selecting function in-game, and presumably, this attachment will only go on weapons with the select fire function, so I think we're safe. :P  -CamaroKidBB
 * Which is good considering hyper burst on AN-94.
 * Because the AN-94 is DESIGNED with hyper-bursting in mind. The only other guns that I know of that have a hyper-burst function are the G11 and any Metal Storm thing.  -CamaroKidBB
 * M4 and M16A4 are pretty good contenders for hyper burst,they have very close RPMs to he AN-94.
 * I hate to bother you, but 900 and 950 RPM is nowhere NEAR the fire rate of the AN-94's, which is 1,800 RPM on burst. To give you an idea, 1,800 RPM is about fast enough for the gun to shoot the second bullet before the recoil from the first is felt.  The more bullets fired in the burst, the faster the fire rate has to be to maintain the accuracy, hence why the AN-94 is a 2-round burst, but like that matters.  Anyway, the M4 and M16A4's burst fire rates aren't as fast, nor do they shoot as few.  If they were hyperburst capable, not only would it need a total design overhaul, but it would need to shoot faster than even 1,800 RPM to produce the same results with 3 bullets as the AN-94 would with 2.  -CamaroKidBB
 * AN-94 has less RPM now with the update, you need to spam click it. -Author
 * Less RPM overall yes, but not less RPM per burst. It still shoots at 1,800 RPM per burst.  All the nerf did was limit how fast you can spam click the burst.  Besides, you don't need to spam click the AN-94 just to make it effective.  You can also use it as a burst-DMR, because of its high headshot damage.  -CamaroKidBB
 * Only way to use it as an assualt rifle is to spam click. Using it as a DMR = Getting VCOG and ballistics tracker and vertical grip and burst everyone.
 * Not true. There is an automatic mode; if you press V, and in this mode, this gun becomes totally reliant on first shot accuracy.  And use as a DMR doesn't require Ballistics Tracker (only if you're a noob), and Vertical Grip makes ADS speed slower, as do all other grips.  However, Flash Hider can be useful in hiding your flash when sniping at night or in an at least semi-dark corner.  -CamaroKidBB
 * Ah, didnt know the AN-94 had a automatic mode. DMR's require the baltrak because there is no iron sight, and the VCOG is crappy.  Vertical makes more accuracy, flash hider is OP but less accuracy.
 * All DMR's barring the SVU have an iron sight. The VCOG isn't really that crappy; I can land long distance shots much, MUCH better with VCOG than I could with say, an ACOG scope, and it doesn't have anything to do with zoom, either.  The fact you can steady the VCOG makes it all the better compared to an optic like the ACOG.  Don't trust the 'accuracy' stat, unless the weapon in question has spread, which only includes the Obrez and shotguns so far, and I have tested that the grips slow down your ADS speed; bad if you want to quickly acquire a sniper at long range and pop him/her.  Same can be said about flash hider, but since you're firing hyper-bursts taking time in between, there's no big deal.  -CamaroKidBB
 * The VCOG does not have the bullet drop markers. I already doubt the stats. COUGH* COUGH* G36C COUGH* COUGH*  But the grips increase accuracy.  Flash hider = Infiltrator NOT sniper/sharpshooter/marksman.  -Author
 * Yes it does. Maybe the bullet drop markers aren't lit up like the dot and ring, but there are still bullet drop markers nonetheless.  I do not know how the grips will increase accuracy, but whatever accuracy gained is not worth it in the long run because of the slower ADS time, which means you may win less firefights that rely on reaction time.  Also, flash hiders aren't for infiltrators; suppressors already fill that role, and fill it better.  Flash hiders are for those who would either hide the flash from aiming down sight to make it less obstructive, and for those who like some stealth, but don't want to sacrifice damage and range.  -CamaroKidBB
 * The bullet drop markers are KINDA there. Slower ADS is worth it when you probally wont get seen.  I literally found that out for my self.  The flash hider is for snipers because they dont want to get traced and get attacked.  -Author
 * Bipod (zero recoil when prone, and no sway)
 * Underbarrel Serbu Shotgun (acts the same way as the regular Serbu Shotgun, except you cannot put on attachments (due to it being an attachment itself), and cannot aim down sight.)
 * A gun modification that allows your weapon to fire in only one configuration- automatic, burst, or semiauto. Each would come with their own unique quirks to buff the fire mode. Similar to PAYDAY 2.
 * Zielgerat 1229 (German Night Vision scope designed for the StG-44 Assualt rifle.Basically the VCOG 6x with a redesigned reticle and night vision,10x sniper is way to much,battery life is 5 minutes or 15 but the rounds need to be prolonged for 15 I believe)
 * Seeing as how IR may not become a thing that easily here in StyLis Studios, any IR scope may just act like a non-ballistics calculating Ballistics Tracker. -CamaroKidBB
 * Actually you just allow it to see better in the dark,slap a reticle on,and thats done.I don''t know why its hard,any reasons? -Author
 * Auto-Burst from Black Ops 3
 * It would be equippable on any burst-fire weapon, but would reduce the fire rate so that it's not completely OP. It should have a short delay between bursts in order to reward those who have a good trigger finger. -FG
 * "Classic" Burst mode
 * Not sure what it could exactly be named as an attachment, but it would also be used only on any gun that can burst. It would make the gun turn back into its original form before the burst fire "nerf/buff/patch". In other words, you don't have to hold down the LMB any more. -FG
 * Special, "upgraded" versions of attachments
 * I feel like they should act similarly to the SLS Series that Camaro has typed up- unlock by X amount of kills with them- similarly to the Pro version of Perks in the CoD series, but they would have some downside to them. For example, the Compensator would reduce horizontal recoil to nearly nilch, but noticably increase vertical recoil. -FG
 * Hollow Point rounds (Ammo Type for Assault Rifles, SMG's, and non-magnum semi auto pistols. Increases overall damage by 1.1x, but decreases max range to 0.9x original range, and min range by 0.8x original range.  Suppressor effects stack, but additional stat changes are overridden by the round stat changes.  E.G. AK-12 w. HP rounds: 36.3-22 damage, 63 max - 96 min.)
 * AP rounds (Functions the same as Flechette rounds functionally. Decreases max damage down 0.9x, but doubles cover penetration ability.  Max range increased 1.1x.  Same suppressor effects stack effect as explained above.)
 * Grenade Ammo Types ('Other' attachment exclusive to Grenade Launchers, and are the only 'other' attachment available to the launchers. Launchers can equip primary sights, these ammo types, and cannot equip any barrel attachments whatsoever.)
 * Frag (starting grenade ammo type. Has a 2 second fuse, and explosion range of ~20 studs.)
 * Contact (Explodes on contact. Explosion range is decreased down to 0.75x the normal explosion range as tradeoff.)
 * Sticky (Has a 2 second fuse, and 0.75x the regular explosion radius. However, it can stick onto surfaces, acting as a trap set in a nick of time.)
 * Flechette (Transforms the grenade launcher in question into a shotgun. Has 24 flechette rounds that can penetrate through 1 stud.  Essentially a combination of Birdshot and Flechette rounds for shotguns.  The explanation for the increased number of flechettes is because 40mm Grenades are bigger than shotgun shells lol, and for balancing purposes because Grenade Launchers are single shot.)
 * Match Grade Ammo (Exclusive to Sniper Rifles and DMRs. Multiplies bullet velocity (in studs/s) by 1.5x, but increases idle sway speed when scoped.)
 * EXACTO Ammo (Exclusive to Sniper Rifles. Bullets can automatically track targets for a headshot, but you have to click on the target first to spot them.  There is a 1/2 second 'firecap' delay between spotting and actually shooting, to prevent from becoming completely OP.  However, a fellow teammate can spot an enemy for you, and while aiming at the spotted enemy, you can shoot the spotted enemy instantly, instead of having to rely on a tracking click, then firing, meaning teamwork is key.  However, because of the delay between spotting and shooting, someone without the attachment and enough skill can easily take you down, and shooting moving targets will be a challenge.  Bullet speed is reduced to 2,500 studs/s.)
 * Full Auto Sear (Exclusive to non-magnum semi-automatic pistols. Turns the pistol into a fully automatic weapon shooting at its maximum firecap, but both max and min damage ranges are halved (e.g. M9 w/ Full Auto Sear: 34-20 damage, 15 max - 30 min.)
 * Pistol Foregrip (adds a foregrip to your pistol. Reduces recoil for spammed shots, but increases ADS time.) (Vertical and Folding variants Confirmed in CTE)
 * Long Barrel and Stock attachments for all pistols
 * ''Yes, I'm aware of the Long Barrel and Pistol Stock's existence in the CTE. However, they're only available as a combination for the G17 and G18 pistols.  I WANT MY MP412 REX CARBINE DANGIT!!  -CamaroKidBB

Weapons
(All past era weapons should have REALISTIC stats - not very competitive with today's guns. Please take this into account.)

Assault Rifles/Carbines

 * XM8 Prototype (Confirmed)
 * M1941 Johnson rifle
 * H&K G38
 * H&K HK417
 * G3A3 (Original G3 Variant Confirmed, AG-3 In-Game)
 * STG-44 (40-30 damage, 90 max - 140 min, fires at 550 RPM with low-moderate recoil.) (Confirmed)
 * HMG STG as an alternative, in 5.56x45mm with STANAG magazines. The HMG STG looks no different from the STG-44, except for the lengthened magwell, H&K trigger pack, the magazine release on the opposite side, and tactical rail below the rear sights, which opens up should you attach a reticle. Because of the H&K trigger pack, it has a MP5A4/5 trigger pack, which has Auto, Burst (3-round), and Semi configurations.  Deals 36-24 damage over 100 max - 150 min range, and fires at 600 RPM with minimal recoil.
 * Whats wrong with the standard STG-44? Just because its in the 1940's doesn't mean a modern game has to use a modern version with the STG-44.  And I know its an alternative, but I think you have something with the STG-44.
 * I know, but I'm just saying. 7.92x33mmK is kinda hard to come by, which is why the HMG STG-N was designed to begin with.  Both guns could even be included, with the STG-44 dealing more damage but has slightly more recoil with a slower fire rate, a-la AK-47 and AK-74, but the STG-N being more tacticool with the burst function, which can actually be useful due to the long 3-hit range and minimal recoil.  -CamaroKidBB
 * Yep,the HMG at rank (insert) and the normal STG being put on rank 44 because of the AK47 and 74 joke.
 * Ive seen footage of the STG being used by ISIS fighters in 8mm Kurz - zebramax


 * FG42
 * AK-105 (AR)
 * AK-102 (AR)
 * AK-107 (AR)
 * HK416
 * AK-5C
 * F2000 (Confirmed)
 * Tar-21 (Confirmed)
 * AK-47 (Added)
 * AEK-971 (High fire rate, but low recoil. 27-19 damage over 70 studs max - 120 studs min, but low recoil makes up for the poor 4-hit range and the weak 6-hit range.) (Confirmed)
 * Sa vz. 58 (Confirmed)
 * As a option the gun should have either Kalashnikov or M4 mags as per the real thing (wasn't sure if to put this in attachments or as a note on the gun)
 * ACW-R/Magpul Masada (Confirmed)


 * Beowulf .50
 * AK-74M (Modern AK74)
 * MkB 42 (W) (Obscure rifle that was made into the StG 44)
 * Modified AR-15. Very high damage gun. Semi-automatic, but low rate of fire and incredible recoil. Low muzzle velocity means big bullet drop very fast, making it useful almost exclusively in short-medium range combat. As it is, I highly doubt this will be added, but hey, a guy can dream.
 * STG-45 (Late war variant of STG-44,issued to Volksturm,but that might be false)
 * Gustloff Volkssturmgewehr (Issured only to Volksturm.It might not be added,but if it does,I expect the Rank be 1 because of it being garbage,if its not,then its lower then AK-12)
 * Obrez is Rank 117 and it's garbage. :P  -CamaroKidBB
 * High ranks require skill.-Author
 * I'm aware of that, but the Obrez could be so much more (see Balancing). Just remove the spread and it would practically be the same as before, except higher skilled players can use it far more easily.  -CamaroKidBB
 * I have never used the Obrez,but it might be because its a cut of Mosin.-Author
 * It's pretty much a worse off Mosin. I don't mind the lower damage personally of 50-40, but I do mind the spread.  And ooooh yeah does it have spread.  -CamaroKidBB
 * Mainly the Obrez is like that because its a weapon used by irregulars and criminals.Its crude and some don't have a sight because you cut up the long barrel with the sight.-Author
 * That would be good, but you can put sights on the Obrez, and the spread remains, maybe even gets magnified. Just...  lolno.  -CamaroKidBB
 * Its not for sniping,shoot it at close range.-Author
 * It's hard to not expect sniper capabilities from a bolt-action rifle, even if reduced to carbine length. And yes, I checked.  The Obrez has about the same barrel length as the G36C.  -CamaroKidBB
 * The dimensions are not correct, the real gun is shorter and since it takes the real life capabilities, lol.-Author
 * Obrez lengths vary. Why you may ask?  Because there is no one uniform formula to making any Obrez variant, be it Mosin or otherwise.  So an Obrez could either be just long enough to not be an SBR at 16.5", or it can be as short as humanly possible.  In the case of the depiction in Phantom Forces (the barrel is cut around the first band in front of the sight in reference), the barrel length is about sub-carbine length, or about G36C or AKS-74U barrel length.  BARREL length, not overall.  -CamaroKidBB
 * But the Obrez ALWAYS is able to be concealed in a pocket.The G36C or AKS-74U and stuff can't.If theres a sight then thats kinda inaccurate which explains the length.
 * The only reasons the G36C and AKS-74U can't is because of their magazine length and stock. Shorten the magazine and remove the stock, and you have rifles about as easily concealable as the Obrez in-game.  Although there have been some SUPER short barrels on some Obrez's, but this is the in-game version we are talking about.  And even with the mentioned Obrez and conversions with the G36C and AKS-74U, they won't fit in a normal pocket.  Maybe a trench coat, but not any normal pocket.
 * Because in real life it is short as hell.In Phantom Forces,it is scaled as a regular Mosin without a barrel and stock.
 * Because this being a modern military shooter, you'd think retaining SOME barrel length would be more practical for the cartridge and make the rifle at least somewhat accurate would be practical compared to making it stupidly short and have accuracy worse than a smooth bore musket. Modern military shooter.  It also takes some ideas and makes them more modern and practi-cool.  -CamaroKidBB
 * Obrez is not accurate because it does NOT have rifling. Without rifling, it will bounce around the barrel. The long barrel is worse because then theres more bouncing.  -Author
 * The Obrez is a sawn-off version of the Mosin-Nagant. The Mosin-Nagant DOES have rifling.  Therefore, the Obrez has rifling.  The rifling is not magically gone if you saw off the barrel.  Just a tip.  -CamaroKidBB
 * In PF,the Obrez does not have a barrel, therefor there is no rifling. -Author
 * Huh? There's a little barrel sticking out of the Obrez if you look at the model close enough at the front end.  It's also a very asinine assumption, because most of the barrel is hidden within the handguard.  Just because you don't see it doesn't mean it isn't there.  -CamaroKidBB
 * Rifling is ONLY put in the barrel. -Author
 * And since the Obrez is a cut-down Mosin, the rifling is still there. It won't magically disappear if it gets cut down.  -CamaroKidBB
 * Theres no rifling if the barrel is cut. Theres NO rifling anywhere except the barrel.  And it doesnt get put inside the action.  -Author
 * Of course not ALL the barrel is cut; the handguard still remains between the front of the magazine and the end of the barrel. Also, I know there isn't rifling except in the barrel; the bullet is only supposed to go through the barrel.  That's all.  The only guns that I know of that truly don't have any barrels are improvised zip guns, and even then some retain (a) barrel(s).
 * SVU-A (Battle Rifle. Uses the fold-up SVU iron sights, and a 20+1 magazine size, with full auto capability at 650 RPM, but at the cost of decreased damage compared to the DMR counterpart, at a 3-4 hit kill not unlike the SCAR-H, and moderate-high vertical recoil.)
 * Musket (A 18th-19th century gun that fires a musketball.It is so powerful it can kill at close range and medium,but is inaccurate)
 * Reloading is also slow AF. Maybe take 105-75 damage per bullet, 75 studs max to 150 studs minimum, with the same multipliers as a normal sniper rifle; 3.0x head, 1.7x torso.  Model is perhaps based off the Brown Bess.  Spread beyond 200 studs is abysmal.  LONG GUN VERSION
 * Its not a long gun, its the STANDARD version. -Author
 * I'm saying long gun to differentiate it from the cut-down/pistol musket. Then again, I specified it as being based off the Brown Bess, as it is one of the more common and longer-serving muskets, so I guess the standard version counts.  -CamaroKidBB
 * Theres only THREE kinds of muskets. One, the line infantry one.  Two, the Light Infantry one.  Second, the rifled musket.  -Author
 * It's not a musket if it's rifled. If the barrel is rifled, then it is a RIFLE, not a MUSKET; even if they operate all the same, if there's rifling in the barrel, it becomes less versatile and would require something like a Minie Ball just to take full advantage of the rifling.  Also, a flintlock pistol would literally operate the same and has the same advantages and disadvantages as a musket; although both could be magnified due to its small size.  Cut down a Brown Bess, and the only difference between that and something that was a flintlock pistol from the start could be the rear grip.  -CamaroKidBB
 * Search up Rifled Musket, its NOT a rifle. But then the Minie Ball could become like shotguns slugs and flechettes and stuff.  A cut down Brown Bess is a gun to CONCEAL, NOT for STANDARD ARMIES.  -Author
 * First, Rifled Muskets are referred to as former smoothbore muskets converted to feature rifling. However, the standalone term Rifle when referring to a weapon, by that logic, never came until the 1850's/1860's, when the first lever-action rifles were developed, because they were indeed rifles, but not muskets.  I'm guessing the term only came to fruition when 'Rifled Muskets' were starting to become obsolete.  Second, I am aware that the Brown Bess being cut down is NOT for standard armies and is made to conceal, but when's the last time a standard army carried a BFG 50?  Anyone?  -CamaroKidBB
 * A rifled musket is technically a musket then. The standalone term is a short cut for rifled weapons.  No standard army carries a BFG, but the good 'ol USA uses a M82 which is a semi automatic variant.  -Author
 * True, if it's based off of something like the Brown Bess, but then rebarreled to accept rifling and something like a Minie ball. Also, the BFG 50 was first produced in 1999.  The M82 has been around since the early/mid 80's.  And besides, the two are completely different guns that are designed by different people.  The only thing the two have in common are the caliber.  -CamaroKidBB
 * The minie ball really helps with the reload speed. The BFG 50 is not used because its not made for the military.  The M82 is a anti-materiel rifle.  They are technically the same, but one is single shot, the other is semi automatic.  -Author
 * Calling the BFG 50 and the M82 the same gun is like calling the M1A1 Thompson and KRISS Vector the same gun because they both shoot the same bullet. The BFG was NOT based off the M82 design (the BFG 50A might have been, IDK), and the only thing the two have in common is the bullet they shoot.  It's true the Minie ball helps speed up the loading process because it's small, and is made to expand upon firing, fitting into the grooves, and was even reported to have made some nasty wounds.  -CamaroKidBB
 * BFG 50 and M82 have the same roles. -Author
 * Gilboa Snake (Double Barreled AR-15 variant. Has full/semi auto trigger group for the sake of gameplay.  Fires 2 bullets at a time with 700 RPM each, or 1,400 RPM total (or just make it a 1,400 RPM gun for the sake of simplicity).  Deals 24-19 damage, over 75 studs max and 125 studs min.  Recoil is moderate-high (it kills fast, but not M231 fast or even AS Val fast).  Reloads in 3.5 seconds tactical and 4.5 seconds empty, since the magazines have to be inserted individually (Did I mention it has 60+2 total?).  Cannot accept any barrel attachments due to its double-barreled nature.)

PDWs

 * Thompson M1A1 (Weapon model in game for Devs/Testers only)
 * PP-2000 (Confirmed)
 * AKS-74u (Confirmed for Carbine class)
 * Sten (Put back into the game for public use) (Confirmed; Present during Alpha)
 * SR3M (In-Game as a Carbine)
 * SR2M (SR-2 Verska Variant Confirmed)
 * PP90M1 (PP-90 Variant Confirmed)
 * Kriss Vector (Super Vector Variant Confirmed)
 * CBJ-MS (Confirmed)
 * PP-19 (Confirmed)
 * Experimental MG08/18 SMG (Obscure SMG I found on Forgotten Weapons)
 * I think you mean the Standschütze Hellriegel 1915. Very similar weapon in terms of belt-feeding and such, but the MG08/18 is a LMG variant of the MG08/15, in turn a 'Light' Machine Gun variant of the MG08.  -CamaroKidBB
 * Its NOT the Standshutze,the Standshutze Hellriegel 1915 is Austrian.The MG08/18 SMG is not Austrian,it is probally German.The image of the Standshutze is a drum mag.The MG08/18 probally used a box mag that was openable.-Author
 * My mistake. As cool as your ideas are for this game, I highly doubt Lito would put even 15% of your crazy WW1-era suggestions in, let alone 1/4 of them in a modern military shooter.  -CamaroKidBB
 * Which is because they are not modern and still used because the only one is in a musuem. -Author
 * GA 10"
 * Floro (MK-9 Variant Confirmed)
 * PVAR
 * Ruger 10/22 FA (FA for Full Auto. There have been open bolt conversions done on the 10/22 that allow it to fire at an extremely high rate of fire, rivalling or even matching the AN-94's burst fire RPM.  Fire rate would be about 1,650 RPM, damage is 25-17, and capacity is 25 rounds (no +1, because of its open bolt nature).).
 * Colt SMG 639 (The burst counterpart to the 635. The 639 fires at 1,200 RPM in 3-round bursts, has much lower recoil, and is otherwise identical to the 635.)
 * MP 3008 (German submachinegun built for Volksturm,Rank 1,is extremly bad)
 * Again, Obrez is rank 117, and is crap. And besides, just because they're civilian arms doesn't mean they should be balanced bad.  Just look at the BFG.  It's nigh broken, if it isn't already.  -CamaroKidBB
 * Its not a civilian fire arm,its a German SMG used for the German militia,the Volksturm.Im saying its Rank 1 because its crude design.-Author
 * The AK-47 is a comparatively crude weapon and it's rank 47. Mosin-Nagant is more crude than the other sniper rifles in how it's built and it's rank 91.  Also keep in mind that crudeness is often what makes a firearm reliable with the right design.  Again, look at the AK-47.  Far simpler than the AR-15, yet has stood the test of time because of how reliable it is (It has been said that the only way to make an AK-47 unoperational is to throw it under a tank).  -CamaroKidBB
 * AK47 is not as crude to the MP 3008,the MP 3008 is a last ditch weapon.I know the AK and Mosin are crude,but the MP 3008 was only effective at close range.Its literally a Sten turned sideways,rechambered for 9x19mm.-Author
 * First, the Sten was always chambered for 9x19mm. Second, I don't recall anyone complaining about the Sten jamming up, so if the MP 3008 is just a sideways Sten, you pretty much underestimated it.  :P  -CamaroKidBB
 * Actually its not sideways,thats the sideways mag,its also made differently.Since it was made in dire situation,it has no handgrip,alot of stuff which makes it insanely crude.-Author
 * That's what I meant by sideways. Also, the magwell can count as a handgrip, and the stock may not be comfy, but that also can be a handgrip.  Again, I haven't read any accounts where the Sten was unreliable.  The Sten is as simple as an SMG can get, and since the MP 3008 is a copy of the Sten, chances are it's just as reliable.  -CamaroKidBB
 * The Sten is reliable because the creators actually tried at making a good gun.The MP3008 was made by small shops.The MP3008 was made when the Germans were low on raw materials and needed a cheaper alternative the the MP40.-Author
 * The British Empire was also low on materials. They couldn't make enough Lee-Enfield rifles, and to them, the reliability of overseas American weapons were crap.  So they turned to making Sten SMG's.  These guns aren't very sophisticated, and were made with tooling from bike shops.  The MP3008 is the same deal, only a slightly more desperate situation, and the magazine going down the bottom.  -CamaroKidBB
 * The Sten was made when the British Empire lost alot of the weapons back in Dunkirk.American Thompsons couldnt meet demand of the British,so they decided to build their own SMG.-Author
 * Almost literally what I just said, maybe not mentioning Dunkirk, but something along the lines. Again, the UK couldn't keep up with making replacement Lee-Enfields, not could they accept American imports, so the Sten it was.  -CamaroKidBB
 * Which means the MP3008 does the SAME damage as the Sten in alpha,and the same recoil because its practically the same gun.But the MP3008's design always changed,such as a wooden stock.-Author
 * AUG A2 and AUG A1 are practically the same gun, although they are portrayed as different in stats (One sucks and the other does not). I feel the same will happen with the MP3008 with the Sten, although it probably would not ever happen, although the Sten is confirmed, but the MP3008 is not.
 * Because the MP3008 is not still used. I remember a post that said lito said no WW2 guns, presumably the ones only used in WW2.  -Author
 * A guy can dream am I right? That's what this list is for.  ;P  -CamaroKidBB
 * Yep,anyone can dream. -Author
 * MP40 (Infamous German SMG. Enough said)
 * PPSH 41 (Russian SMG featured in almost all WW2 Games)
 * MP35 (Obscure German SMG similar to the MP34 and MP18)
 * MP18 (Obscure German SMG now known because of a video game)
 * M1 Thompson (Different from M1A1 variant)
 * M1A1 has the wings that protect the rear sight. The M1 does not.  The two guns are otherwise identical.  -CamaroKidBB
 * M1A1 has a different charging handle as well on the side instead of the top as well as a different outer barrel (no cooling fins). - zebramax
 * Which means its practically the same thing.-Author
 * MP40/I (The MP40 with dual mag,if the dual mag and MP40 are added,theres no need for this however)
 * Erma EMP (Obscure German SMG)
 * EMP 44 (Obscure German SMG rejected by the Heereswaffenamt)
 * M1,M1A1,M1A2,and M1A3 Carbine (American made Carbine,M1A1 has faster walk speed,M1A2 has automatic capabilities,and the M1A3 has night vision sight as default,along with night vision)
 * M1A1 is the folding stock, M1A2 is correctly known as the M2, and the M1A3 is correctly known as the M3. Also, I highly doubt the M3 will be its own weapon, and only the M1 and M2 carbines will be included, should they be added.  -CamaroKidBB
 * Then they would have to add the night vision scope as default,its much easier for the M3 Carbine with night vision,in the case of the G36 and AUG A1 with a default sight.-Author
 * Keep in mind that the M3 may have a different damage model from the M2, maybe slightly weaker, and also keep in mind that IR scopes might not be a thing for a long time, and that the night vision scope may just act like a Ballistics Tracker instead, just not calculating bullet drop. -CamaroKidBB
 * I do not know how slapping a reticle and allowing night vision is hard,but I believe its the limitations.-Author
 * You have to also change the color pallet from normal to green, without it affecting anyone else. And considering the troubles StyLis Studios had to go through to implement light, and the fact they haven't even implemented flashlights yet, this might be a tad bit too hard for them in the short run.  -CamaroKidBB
 * Unless you have an M3,I think you guessed the sight is green based of modern scopes,also you make the scope normally green or the color the M1A3 has.-Author
 * Wait,you give the M3 a scope,have it green or whatever color on the M3 ONLY on the M3,and allow it to be night vision (The green or whatever helps with aiming such as the sky.-Author
 * Weird, because I thought I read somewhere that the M3 Carbine's sniperscope has a green tint in the optic. However, that doesn't change the fact that night vision scopes probably won't be a possibility until Lito can find a way to program such, which I don't think he knows how yet anyway.  -CamaroKidBB
 * Yep,since he hasn't added flashlights and the only thing close is day cycle.Thing is,there are no pictures of the reticle of the scope for M3.-Author

LMGs

 * Rheinmetall MG3 (Confirmed)
 * MG15 (Different from Bergmann Neu Art,it is an aircraft gun that is basically OP,moves at BFG speed though)
 * LSAT (Confirmed)
 * M27 IAR (Confirmed)
 * M249 SAW (Two variants of the gun; one with a 30-round magazine with quicker reloads (or maybe a Beta C-Mag for the lols), and another with a 150-round belt mag, but far slower reload.) (Confirmed) 
 * MG42 (1,350 RPM Fire rate, 24-20 damage, and 50 round drum, but cannot accept attachments) (MG3 Variant Confirmed)
 * PKP Pecheneg (Confirmed)
 * STMG-44 (Fictional STG-44 variant. It is a machine gun based of the MG-42 but due to its size, it cannot fit the MG-42's action which allows for its 1500 RPM.   Legit rank = 94 or 10,000 credits initial at rank 0)
 * M1941 Johnson MG (Used mainly in WW2 Pacific)
 * "RPN-94" (Fictional development of the AN-94 design with a longer barrel, bipod, RPK stock, and 60+1 round AK-12 casket mag. Fires at the same fire rate as the AN-94, with the same 1,800 RPM for first two rounds and all following rounds fire at 600 RPM, only it defaults to full auto instead of burst, which it also has.  Has lower recoil at 600 RPM than the default AN-94, but sharper initial burst recoil than the AN-94.  Deals 29-22 damage over 110 studs maximum and 180 studs minimum range.  It may be fictional, but we could see such gun in the 2020's, which is when BF4 takes place, which is what Phantom Forces is largely based off of; as such, it is a prototype weapon, and can only be bought when the other LMG's are unlocked, or unlocked at a high rank lol).


 * BAR/HCAR (BAR stats: 46-40 damage, 1.4x head multiplier, 1.1x torso multiplier, 70 stud max - 140 stud min range, low-moderate recoil with 20 round magazine firing at 375 RPM. HCAR stats: 46-37 damage, same multipliers, 60 studs max - 130 studs min range, moderate-high recoil with 30 round magazine firing at the same 375 RPM.  Faster movement speed than the BAR, but slower reload speed to balance the higher capacity.)(Confirmed)
 * GPMG/FN MAG
 * M1895 'Potato Digger'
 * MG08 (German MG made in 1908 as you can see)
 * MG15 Neu Art (German MG made in 1915,famous because of a video game,and no one knows that n. A. means 'Neu Art')
 * Browning .30 caliber (American MG and cousin of the M2 with lower damage but the speed of an AUG HBAR. Suppressing is insanely good)
 * I guess another balancing factor is the low fire rate of about 500 RPM. The model should be based off the M1919A6, which has the stock and bipod.  -CamaroKidBB
 * The M1919A4 is the most common and should be the models inspiration.The M1919A6 is so awkward to use that it was replaced by the M60. -Author
 * However, the M1919A6 is the most infantry-friendly variant. I don't get where you got the confusing part from, because besides the bipod, stock, and quick-change barrel, the M1919A6 is identical to the M1919A4.  And there'd be a s*$@ ton of recoil if we go by the M1919A4 variant as opposed to the M1919A6.  -CamaroKidBB
 * Well then,let it be that when you go prone with M1919A4 it lessenes recoil to simulate the effect of a ground being used as a bipod.-Author
 * Except the M1919A4 never came with a bipod, but the M1919A6 did. Again, stock + unintended weight increase = much less recoil than M1919A4.  -CamaroKidBB
 * But then the M1919 would become really OP,and it would become the new noob gun except it has a higher rank then M60.-Author
 * Except the fire rate can be as low as 400 RPM, and I highly doubt if the M1919A6 would be added in the game, it would have anything beyond a 500 RPM fire rate. Also, following with the trend of WW2 weapons being higher rank than normal modern weapons, the M1919A6 would probably be around rank 119.  -CamaroKidBB
 * I don't know about any other WW2 guns other then the Mosin Nagant. The Obrez is a WW1 gun.The low fire rate would be amazing, but it would make it useless at rank 119 unless the 30-06 compensates. -Author
 * The Obrez can take many forms as many bolt-action rifles, like the Lee-Enfield for WW1 British tank crews, Mosin-Nagant for both the Russian Revolution and WW2 (both because of shortages on pistols), and could potentially even be configured for modern bolt-actions like the Remington 700 or even the Intervention, but a guy can dream. But then again, if the Obrez is based upon the Mosin-Nagant, then technically it would be later than the Mosin-Nagant, because the Obrez is literally a sawn-off Mosin.  Also, for balancing reasons, the M1919A6 could deal more damage than the M60 and perhaps even heavier suppression, since the .30-06 is known to be more powerful than the NATO 7.62mm.
 * Technically the Obrez refers to the Mosin Nagant, the others are variants made by individuals. 30-06 is more powerful but apparently NATO downpowered it with the 7.62, so the rank prevails.-Author
 * Technically, there are no official Obrez models offered for any military. Every Obrez used to be a military-service rifle, until it was inevitably cut down by a civilian or soldier.  -CamaroKidBB
 * Its not really called an Obrez,the Obrez is a sawn off Mosin. Any other rifle sawn off is called a sawn off rifle.  -Author
 * I've never heard of that term before when talking about sawn-off rifles; I always thought any cut-down civilian bolt-action rifle would be called an Obrez. The term is rather popular with the gun community.  -CamaroKidBB
 * According to wikipedia, there is a such thing as sawn off rifles. -Author
 * I'm not doubting the existence of sawn-off rifles. I'm merely saying I've never heard of the term.  As well, I don't believe in classifying a gun with a different name with the same concept, just because the gun is a different model.  -CamaroKidBB
 * Obrez refers to a Mosin Nagant cut during the Revolution of 1917. -Author
 * Well yeah. That's why Obrez's are considered to be the rarest Mosin Nagant of them all; because they weren't produced on a regular basis like the other Mosin rifles.  And looking at the model for Phantom Forces, the Obrez looks more professionally cut than other Obrez models.  If it weren't, there wouldn't be a tiny barrel sticking out of the cut.  -CamaroKidBB
 * Obrez in PF is like that because then it wouldn't look like a "Gun" like all the others, I believe. -Author
 * M2 Browning (450 RPM, 75-49 damage, 200-300 stud range, 100 round belt with 250 in reserve, but can only be deployed with tripod which takes 5 seconds, and moves at the same speed as BFG-50 when undeployed, and completely immobile deployed.).
 * MG34 (Faster spring and walk speed then MG42, lower RPM)
 * Just so you know, MG42 is lighter than the MG34. Could only be for balancing reasons lmao.  -CamaroKidBB   
 * Lmao,I thought the MG42 is heavier.It would be great for balancing.-Author
 * XM556 (Touted as the world's first portable production microgun. Deals 19-14 damage at 50 max - 150 min range at 3,000 RPM, with a 0.25 second delay between clicking left mouse and firing.  Carries 200 rounds in its huge belt and has 400 reserve, but they go by rather quickly with 4 seconds of continuous fire, and moves as slow as the M60, if not slower, and is unlocked at a high rank.)

Sniper/Marksman Rifles

 * Barrett M95 (Confirmed)
 * SV98 (Confirmed)
 * Gewehr 98 (Sniper) (Saw use in WW1, in WW2 issued to Hitler's bodyguard such as 1. SS Leibstandarte)
 * AUG-HBAR-DMR (Yep,this exists. It has a default optic with magnification of a AUG A1 scope)
 * M14 Mod 0 Enhanced Battle Rifle (M21/M14 Variant Confirmed)
 * Barrett M9
 * M1 Garand (Should deal about 45-38 damage at 120-170 stud max/min range, and a 360 RPM firecap as opposed to 444, and has a 2 second empty reload, but the user will have to wait 3/3.5 seconds for a tactical reload. Standard 1.5x headshot multipliers, but special 1.3x torso multipliers.) (Optional: When adding a sight, there is an offset mounting bracket added to the weapon, which turns the top handguard piece black, and have a tactical rail extending to the left of the weapon facing up from the front of the handguard to the rear sight.  As a result, it can't equip the canted sights, because the stock sights aren't blocked, and can be switched to in some situations with the 't' key a-la AUG A1.) (Confirmed)
 * There could also be a M1 Tanker Garand that fires faster at 480 RPM, but only deals 40-34 at 90-140 max/min range (to accurately represent the effects of the shorter barrel and less powerful .308 cartridge fired). Every other stat is identical to the original M1 Garand.
 * Actually the empty reload is a myth.And its reasonable to keep the RPM at 444.
 * I know the empty reload is a myth; it's just insanely common for video games to do it, and would you rather spend 1-2 seconds just popping in the clip and ramming the bolt home, or pull back the bolt and press the button, THEN getting the clip and doing the former procedure taking about 3-4 seconds? It'd be complicated to code, since the Garand can't take a +1 like other guns, and it'd be easiest to just let it reload on empty only.  -CamaroKidBB
 * MP412 and Mosin can't take +1.But 3-4 seconds will basically kill it.-Author
 * But see, neither could do a faster tactical reload. It's the same reload speed empty or otherwise for both.  3 seconds with the Rex, and 2.5 seconds with the Mosin.  Because seeing as how the code is, it is easier for Lito to program the M1 Garand to only reload while empty, than to program a different reload animation that not only takes longer than empty, but also doesn't +1.  -CamaroKidBB
 * Well there is the CoR reload,where the person pulls the bolt to extract the en bloc clip and insert a new one and not have to close the thing.And the WaW one where its longer then empty.-Author
 * Again, the guns that do have the alternate reloads all do a '+1,' something the M1 Garand CANNOT do. Again, the no reload until empty is done for either balancing, or simply ease of coding.  -CamaroKidBB
 * They can simply copy CoR5's reload. -Author
 * The coding for Phantom Forces is vastly different from and far more advanced than the coding of CoR 5. Also note the reload wasn't even technically accurate, since the empty reload would be faster than the partial reload, and again, telling from the coding, it'd be much easier to code the M1 Garand to reload only when empty.  It's still more correct than it taking a +1, which it can't do because of the limitations of the clip.  -CamaroKidBB
 * Which is great considering the ease to code it and make the M1 get in the game faster.
 * Lol I stand corrected. Lito CAN program empty and middle reload animations without the '+1' after all (hint: Railgun in Base Luna).  However, the other trick is to get the tactical reload to be longer than the empty reload.  I think it could be done, but I haven't seen it be done before, not even in a modded version.  :P  -CamaroKidBB
 * Lee Enfield
 * Fn Fal (Confirmed)
 * Serbu BFG .50 (Added)
 * Dragunov SVD
 * L96A1 Arctic Sniper (AWP Variant Confirmed, L115 Variant Made)
 * MSSR (heavily modified M16 Sniper Rifle for the Philippine Marine Scout Snipers)
 * Type 56 (Like the SKS, in fact a Chinese copy, but has 10 rounds, loaded via stripper clip when empty, loaded individually when rounds are still chambered)
 * Ruger 10/22 Integrally Suppressed (35-24 damage, 25+1 round mag, 2/2.5 second reload, and standard DMR multipliers (1.5x head, 1.2x torso))
 * AR-15 (The civilian variant, similar in traits to the SKS, but deals 37-27 damage, has sniper rifle bullet velocity, 90 max - 140 min range, MK11 length reload, otherwise identical)
 * PTRS-41 (100-80 damage, 10 max - 200 min range, 60 RPM fire rate, heavy recoil, long reload, slow movement speed, 2,500 studs/s bullet velocity (as opposed to 3,000 stud/s velocity standard of other snipers).
 * RN-50 (Single shot, 5-6 second reload, 3,500 stud/s velocity, incompatible with Ballistics Tracker, and 105-99 damage. Every other trait is identical to BFG 50.)
 * Panzerbusche 39 (No scope attachments as a nerf) (Sniper) (Shoots through walls, single shot falling block)
 * All snipers shoot through walls, and changed the information to the correct action of the PB-39, which is a single shot falling block. -CamaroKidBB
 * Thanks for the correction.-Author
 * M1903 Springfield (Sniper) (American bolt action sniper,it has a simple cross sight)
 * M1917 Enfield
 * Karabiner 98 kurz (Sniper) (German bolt action sniper,it has the ZF 39 4x avaliable to other weapons as an attachment)
 * Gewehr 43 (DMR) (German semi with 10 rounds in each mag,works like the SKS)
 * Gewehr 41 (DMR) (Obscure German semi that can do bolt action and semi)
 * It'd be difficult to realistically balance tho. Just do like the SPAS-12 and do one or the other.  -CamaroKidBB
 * Well the Gewehr 41 only used bolt action in case it failed the semi.However if Lito wants to also add bolt action,he needs to add the fire mode bolt action (called [BOLT] in the little thing)
 * Chances are he won't. It'd be too confusing to balance between a bolt-action and semi-auto on the same gun while still making sense.  It'd be underpowered in bolt-action if it is intended for semi-auto, but the semi-auto would be OP if it was designed for bolt-action.  -CamaroKidBB
 * Yep,basically a SKS on semi and a sniper on bolt action.-Author
 * I don't think you're seeing my point. You can't realistically balance between having both bolt-action or semi-auto as alternate firemodes, unless we are supposed to believe that switching between both would double damage to Bolt, and halve damage to Semi.  But while the SPAS-12 at least has practicality behind its pump-action/semi-auto fire selection besides last resort, the G41 only has it for last resort if the semi-auto function breaks down.  -CamaroKidBB
 * No,its the same cartridge so it increases accuracy because the fire rate of a bolt action.Since the semi automatic function cant break down in this game,it would stay on semi.-Author
 * Less bullet drop for a bolt-action from semi auto form isn't enough to convince a person to use this gun on bolt-action. The AUG A3, AUG HBAR, and SCAR SSR are all weapons that have sniper bullet drop, but while the former two are full auto, the latter is semi auto.  Again, it has to be balanced either or.  Can't be both.  -CamaroKidBB
 * I didn't say less bullet drop, I said since the semi automatic function can't break down in this game,it would stay in semi. -Author
 * Understood. -CamaroKidBB
 * De Lisle Carbine (Sniper) (Obscure British intergerally suppressed carbine which is basically one of the quietest guns ever made)
 * Mannlicher Gewehr M95 (Sniper) (Austrian rifle no one knew till a video game got released)
 * Luger Rifle M1906 (DMR) (Obscure German rifle that probally takes the title of first semi automatic rifle)
 * That honor would belong to the MonDragon, first produced in 1901. Close tho.  -CamaroKidBB
 * Well the MonDragon was first used as a semi in 1908,the patent in 1904.It was first used as straight pull bolt action.-Author
 * Ah. However, the Winchester Model 1903 and 1905 would like to have a word though, and technically the FAM 1917, being designed as early as 1885.  -CamaroKidBB
 * FAM 1917 is designed early in 1885,but released in 1917 technically makes it late.The Model 1903 and 1905 are semi automatics correct.-Author
 * Again, technically. If you wanted to count that, but you didn't.  But point still stands with the Winchester M1903 and M1905 rifles.  -CamaroKidBB
 * Technically the M1903 and not the M1905.-Author
 * 1905 is one year earlier than 1906. Both rifles were made earlier than the Luger M1906.  One just happens to be more recent than the other.  -CamaroKidBB
 * Then what action does the 1905 and 1903 use? The semi automatics can't use a action other then recoil operated and stuff.-Author
 * The Winchester 1903 uses a blowback action, while the Winchester 1905 is also blowback. In case you need more information on both rifles, the 1903 is fed via 10-round tube magazine, while the 1905 is fed through a 5-/10-round detachable magazine.  -CamaroKidBB
 * So the M1903 and 1905 are the first rifles using the semi automatic. And the magazine reload is how you want with semis, unlike assualt rifles with their box magazines.  -Author
 * Gotta go by what they were. The M1903 used a 10-round tube magazine, so it can't be mag-fed.  The opposite is true with the M1905.  -CamaroKidBB
 * You literally just said '10 tube magazine' then you said 'it can't be mag-fed' k. So the M1903 and M1905 are semi automatics because they can be loaded however they want.  And it is not box fed and selective fire.  -Author
 * Well, I'll explain. The 10-round tube magazine can't be removed, so technically it isn't mag-fed, nor is it clip-fed like the Mosin, which also has an internal magazine.  They aren't semi automatics because they can be loaded however they want, but because they only shoot one bullet at one pull of the trigger, as opposed to a burst or full auto rifle.  The M1905 however, IS mag-fed, and the improved version, the M1907, has an automatic variant designed by the French.  -CamaroKidBB
 * I said they are semi automatics because you don't have to load it one way and that they shoot one shot at the pull, burst rifles are the same as semi automatics, because according to PF, you can push the trigger once and it shoots. -Author
 * Burst rifles do not behave like semi-automatic rifles. The closest burst-fire equivalent to a semi-auto rifle is the AN-94.  The definition of semi-auto is when you pull the trigger ONCE, the gun shoots ONCE, but rechambers automatically, hence semi-automatic.
 * Understood. But then again a one round burst.  -Author
 * Technically, it's not burst fire if you only shoot one round per trigger pull. Then again, we all have our terminologies for things.  -CamaroKidBB
 * Technically it could be semi-burst, as you pull the trigger ONCE, the gun shoots around 2-3 but rechambers automatically. -Author
 * Martini-Henry (90-80 damage single-shot sniper rifle. 'muh single shot' The reload is 2 seconds, fire rate on par with the Intervention, and being single shot, the gun has a more consistent fire rate than the Intervention.  Standard sniper rifle multipliers, and has AR bullet drop (considering it's a black powder rifle).  Cannot equip any barrel attachments as a result, as they WILL get fouled up realistically due to the black powder's nature.)
 * Browning T-Bolt (Straight-pull bolt-action that chambers .17 HMR. Deals 45-35 damage with standard sniper multipliers, range is 100 max 200 min, and has standard bullet drop for the class.  Fires at ~90 RPM due to the straight-pull bolt action nature, and can rechamber without having to un-aim. Headshots are important with this weapon!)

Shotguns

 * DB Shotgun (Giubelio O/U and Citori Variants Confirmed)
 * Saiga 12K (Confirmed)
 * SPAS-12 (Confirmed)
 * Neostead NS2000 Combat Shotgun
 * Ithaca 37 (Confirmed)
 * Winchester Model 1912
 * AA-12 (Confirmed)
 * Browning Auto 5 (American Semi shotgun, holy crap it will create some damage)
 * Maybe same damage as pump-action shotguns right now, but heavy recoil and, of course, lower capacity to balance out the faster fire rate. -CamaroKidBB
 * It has 5 round mag.Instead of heavy recoil,it should have slower RPM because it is recoil operated.It should also be the only 1+ shotgun because there are 4 in the chamber,1 in the barrel.-Author
 * Have you seen how the other shotguns reload in Phantom Forces? They reload all the shells, and then pump the action from empty. Except in this case, it reloads all the shells, then racks back the charging handle. If it were to +1, it would have to be a mag-fed closed-bolt functioning firearm, and it shall be presented as that if it is both. But it is loaded by shell, so it can't abide by that through current coding. Slower RPM than a pump-action when semi-auto is just mind-bendingly stupid, because people are asking for a semi-auto/full-auto shotgun, NOT a pump-action disguised as an actual semi-auto shotgun in real life. -CamaroKidBB
 * Well the meaning recoil operated means it uses the recoil to operate it,so it should be slower but still semi.Keep in mind that historic guns need to abid by their real stats.According to one website,it is 12 RPM.-Author
 * It should fire faster than the KSG-12 because of its semi auto function, and is the 12 RPM supposed to be the maximum fire rate, or the practical fire rate? Because I'm not buying it. I'm not buying the fact that a SEMI-AUTO SHOTGUN is supposed to fire SLOWER than a BOLT-ACTION RIFLE. If you have seen videos of the Browning Auto-5, you'll notice the action cycles far, FAR faster than the bogus '12 RPM' you claim. Sure, it has recoil, but it's not like a trained solder like the one depicted in Phantom Forces would ever get his/her arm bruised really badly by a Browning Auto-5. -CamaroKidBB
 * I think I need to get a more reliable source. However there is NO other source talking about the RPM of the Browning Auto 5. -Author
 * There doesn't need to be a source talking about the RPM of the Browning Auto 5. Why? Because it's a semi-automatic weapon. Realistically, it fires as fast as you can pull the trigger. Of course there will be a firecap, but definitely more leniant than the KSG's 120 RPM. -CamaroKidBB
 * And also known as the shotgun with the same recoil as a M60 and the most OP shotgun. -Author
 * M60's recoil has gotten surprisingly light, which the Auto-5 is known for the opposite; strong, VERY strong recoil. And the 5 rounds may make one weary of spray-and-pray. KSG-12 would still be unlocked earlier and have just short of triple the shotgun rounds the Auto-5 has, so it'll still be popular with spammers. -CamaroKidBB
 * M60 in real life has no recoil from it being heavy. The KSG-12 still is pump action, and reloads slower. -Author
 * I was talking about the in-game M60. And the Auto-5 is also loaded one at a time like the KSG. Difference is, is that the KSG wouldn't waste all its ammo in one place, whereas the Auto-5 can because of its semi auto nature. The AA-12 is also getting added, and is mag-fed, 8 round mag, and will likely fire faster, so the Auto-5 still knows its place. -CamaroKidBB
 * Understood. But the KSG wastes time because its like 800 minutes to reload, the Auto-5 doesn't waste ammo because it probally gets KSG ammo and 5 shots. AA-12 is NOT actually useful due to its recoil. -Author
 * But again, you won't waste all the KSG ammo in one place; since the Auto-5 is a semi-auto with 5 rounds AT MOST, one can spray and pray and unfortunately run out of ammo. Also, the AA-12 was designed to have a super-low recoil function. If you ask me, it's good for balancing due to the slow fire rate, and slugs would be a pain to use if the recoil was high, and recoil doesn't even matter to begin with in CQB with 300 RPM and birdshot, or even buckshot. -CamaroKidBB
 * But then again the KSG-12 is a two shot, while the Auto-5 will get one hit for 5 round balance. Shotguns are used FOR CLOSE RANGE.  AA-12 is automatic I believe.  -Author
 * I one hit rather often with the KSG. And making the Auto-5 more powerful might offset balance a little bit.  I want it to be JUST as powerful as the pump shotguns, maybe about the KSG's level of power, with the heavy recoil balancing the semi-auto firemode, which might go about ~175 RPM.  Also, AA-12 is indeed automatic, it just shoots fairly slow at 300 RPM.  -CamaroKidBB
 * Then again the recoil is crazy. KSG is OP, but I thought it was two at medium range.  KSG power would be great.  But the AA-12 still has that recoil.  -Author
 * According to real life, the AA-12 has a 90% recoil reduction due to its internal workings. It's not like the recoil will matter in CQB anyway, with the only possible meaning for the recoil being to balance it out using slugs, which is an oddly specific way of balancing a gun.  -CamaroKidBB
 * AA-12 is an anti-aircraft gun. Really, anyway of balancing is good for this gun.  -Author
 * AA-12 isn't an anti-aircraft gun, not the Auto Assault 12 gauge, anyway. -CamaroKidBB
 * Always thought AA stood for Anti-Aircraft. -Author
 * Serbu Super-Shorty (secondary gun made by Serbu, creator of the BFG .50) (Added)
 * Benelli M1014
 * Trench Gun (Pump action shotgun in CoR aka M1897 Shotgun)
 * IZH-43 (DB Shotgun in CoR) (Confirmed)
 * Fires 600 RPM semi-automatically. Pressing V would send it into 'burst' mode, where both shots are fired simultaneously at one mouse click.  This could mean firing the standard buck would yield 16 pellets per double-fire, or even up to 48 birdshot pellets, or 'one-hit' with an accurate shooting of slug rounds.  Deals 33-19 damage per pellet normally.
 * Burst mode? Then you have to program it like an AUG.  -Author
 * "Preeecisely..." -J.W., Tom and Jerry: The Fast and the Furry (Oh how I love that movie...)  -CamaroKidBB
 * Really it doesn't have fire mode selector, so AUG programming. -Author
 * Update: I have seen the stats, and while they are subject to change, they are a 3-6 pellet kill, and has a 1,200 RPM firecap. Shooting from both barrels isn't a firemode option but rather an attachment called 'super shells.'  I guess birdshot firing from both barrels at the same time would be too ludicrously OP.  -CamaroKidBB
 * M30 Luftwaffe Drilling (German shotgun,it has two barrels for shotgun and one barrel for rifle rounds)
 * DP-12 (Double Barrel Bullpup Pump-Action shotgun that deals 30-7 damage at 30 max - 120 min range, and holds 16 shells, with the normal 50 in reserve.  Two shotgun shells are reloaded every 1.5 seconds.  However, if you shoot an odd number of rounds, the reload rounds up and reloads 6 shells if you have only shot 5.  Can fire two shotgun shells semi automatically at 780 RPM, while being rechambered at 85 RPM, offsetting the fast 2-round 'burst' fire rate. Due to its double-barrel nature, it cannot accept any barrel attachments.  It also runs slightly slower than other shotguns; due to its weight IRL.  OPTIONAL: Like the M1216 from Black Ops 2, the DP-12 can fire a 2-round shotgun burst at 550 RPM, then pump the action.  Note: If using slugs, the DP-12 will be able to one-'burst' an opponent within 56 studs.)
 * USAS-12 (gg no re)
 * Basically a AA-12 with a little more recoil and a 6-rounder instead of a 8-rounder minimum, but maybe more powerful to balance out the disadvantages.
 * Mate, it could be a one hit kill for that balancing. -Author
 * Well no duh. Every shotgun, unless the max damage is 12, will be capable of one-hit kills, no matter what.  However, I also doubt that the damage would be as low as that described here, with the minimal damage possibly being 25, or 20.  IDK, Auto Saiga fires pretty damn fast for a Shotgun.  Not as fast as a DB with both triggers squeezed, but nonetheless...  -CamaroKidBB
 * Auto is faster then DB, DB only wins when both triggers are squeezed. -Author
 * Not true; squeezing my fingers together with a delay each would still be about a 900-1,200 RPM; while my maximum for my solitary trigger finger is around 600 RPM, and averages around 500 RPM. -CamaroKidBB
 * Ah, the superiority of burst over automatic. -Author

Pistols

 * WWII M1911 (More powerful variant of the modern M1911 that can't accept attachments)
 * Beretta 93R (Added)
 * .44 Magnum (Weapon Model Made)
 * Hi Standard HDM (Integrally suppressed .22LR pistol)
 * Webley IV
 * Bundeswehr Walther P1/P38
 * APS stechkin (OTs-38 Variant Confirmed)
 * FN 57 (Confirmed)
 * H&K USP
 * Glock 19
 * Walther P99 (Confirmed)
 * Walther PPQ
 * Mauser M712 Schnellfuer (Automatic pistol with removable magazine)
 * Walther PK380
 * Luger P08
 * Walther P38
 * Lange Pistole 08 (Also known as the Artillery Luger (Artillerie Luger for German speakers) it has a 32 round Tromme Drum mag and a stock)
 * Welrod (Unremovable suppressor) (Bolt action,best used for stealth)
 * All integrally suppressed weapons cannot have their suppressors removed. Also, damage might be amped up to balance the bolt action nature of the Welrod.  -CamaroKidBB
 * Thanks for the info on integrally suppressed weapons,it has been fixed.-Author
 * But according to PF, suppressed guns are weaker, and thus the Welrod cannot deal alot more damage. Maybe accuracy buff?  -Author
 * VSS Vintorez is the fastest killing full auto in the game, and it's integrally suppressed. I'd say make the damage model the same as the DEagle's, and have a 2.5x headshot multiplier to balance out its bolt-action nature.  Integrally suppressed weapons typically don't have the same deductions in stats as other guns in the same class.  -CamaroKidBB
 * Technically it would deal around 90 some damage to the head. -Author
 * 56 * 2.5 = 140 damage. Assuming a 45 max 90 min range, the one-hit headshot capability would extend to 83 studs; longer than the MP412 REX's headshot capability, I believe.  At long range, granted, it would deal about 94 damage, but closer than 84 studs, it is a one-shot kill.  -CamaroKidBB
 * Thats some real balancing, its the new sniper pistol. -Author
 * Volkspistole (Crude 9mm which will replace M9 as primary)
 * This is a modern military FPS, NOT a WW2 shooter set in 1945 Germany. However, it can still be included as a high rank troll weapon.  -CamaroKidBB
 * So, the M231 troll gun in secondary? -Author
 * Mare's Leg (Same as Obrez; except with faster fire rate, and perhaps extended range, at 100 studs max - 200 studs min, 50-40 max/min damage. But it has a 2.4x headshot multiplier as opposed to the 3.0x headshot multiplier the Obrez has, and individually loads bullets, but fires even faster as a tradeoff due to its lever action nature.)
 * Musket (Cut Down) (A 18th-19th century gun that fires a musketball.It is so powerful it can kill at close range and medium,but is inaccurate)
 * Reloading is also slow AF, but not as slow as the long gun/standard version. Maybe take 100-50 damage per bullet, 50 studs max to 75 studs minimum, with the same multipliers as a normal sniper rifle; 3.0x head, 1.7x torso.  Model is perhaps based off the Brown Bess.  Spread beyond 125 studs is abysmal.  CUT DOWN PISTOL VERSION
 * No one cuts a musket, then it would have more spread. More realistically, a flintlock pistol.
 * Flintlock pistols are literally the same as a cut-down musket. Also, spread would realistically be affected much less than described here.  -CamaroKidBB
 * Flintlock pistols are not really cut down muskets, because they have a shorter barrel, no stock, and shorter range. The spread is because it has a smooth barrel.
 * Shorter barrel? No stock?  Congrats, you also described a cut-down musket.  And I was talking relatively about the spread.  As in, the spread increase compared to the long gun variant.  -CamaroKidBB
 * Theres no such thing as a cut-down musket with no stock. The spread kinda decreases from the shorter smooth barrel I believe, but then again its the same because it bounces around.
 * If the person follows the same procedure in cutting down a Musket as one would in cutting down a Mosin for an Obrez, then it'd be almost the same as a flintlock pistol; just with a different rear grip. -CamaroKidBB
 * I finally got that point.
 * BFGK (From Phantom Forces Modded; short-barreled, sawed-off version of the BFG. Has no spread, unlike the Obrez, and deals 3.0x headshot multiplier and 1.5x torso multiplier, but only deals 100-66 damage over a 10 max - 125 min damage range in contrast to the bigger BFG 50.  Aesthetics include a sawn-off barrel without the muzzle brake, and the rear of the weapon being stripped down to remove the stock area of the BFG, only leaving the bolt assembly.  Has BUIS (Back-Up Iron Sights) as a default optic instead of a sniper scope.) (Confirmed as SFG)
 * vz. 61 Skorpion (850 RPM, 34-17 damage, 20 max - 50 min range, modest recoil)
 * Raven MP-25 (Saturday Night Special type pistol. Deals 34-19 damage, with a 6+1 round magazine, with a 1,500 RPM firecap, same as on the Tec-9, and little-no gunkick upwards; 20 max - 50 min range, 2.0x headshot multiplier.  1.5/2 second reload tactical/empty, 1.5x pistol zoom, and same zoom as other pistols when equipping a sight.  Fastest raise and drop times in the game.  Only available attachments are the Full Ring Sight, Half Ring Sight, and Laser.); might be called R-25 SNS
 * AF2011 (49-24 damage double-barreled M1911. Like the MP412 REX, it has the potential to one-hit a person to the head, although only with a 1.4x multiplier.  Has higher recoil than the DEagle and cannot accept any barrel attachments as a result.)

Melee Weapons
''As of the Machete and the news surrounding it, melee weapons won't be simple reskins. Instead, they will work a little more like in Battlefield 1; as unique melee weapons that have their own advantages and disadvantages over one another. Just make sure there are counter-attributes and aren't OP AF. Thanks! -CamaroKidBB''
 * Balisong (butterfly knife, extra speed,less damage)
 * Karambit (slower, but extra damage)
 * The almighty golden spork! (Slower speed because gold,slower attack speed because gold,and more hits required because GOLD)
 * Sharpened Candy Cane (Just a Christmas-themed reskin for the holiday season)
 * Sledgehammer (one-hit melee weapon, but swing rate is abysmally slow)
 * WASP Injection Knife (one-hit kills anywhere, but has to be reloaded. Attacks can be performed even without the CO2cartridge, but it performs like a glorified knife at that point, and there are no backstab multipliers, so the standard knife is not obsolete.)
 * Ballistic Knife (deals 75 damage; torso and headshot multipliers are 2.0x, allowing for a completely silent 1-hit kill should it hit those areas. However, it only travels 500 studs/s, so it isn't entirely effective at range.  Right click is a melee attack like normal, but left click shoots the Ballistic Knife.  Reloads in 1 second and you can carry infinite knives.)

Pickup Weapons
''Yes. They are a thing. List a weapon here that you feel would be too overpowered or otherwise too heavy being listed anywhere else in its sheer nature.''
 * M134 Minigun (4-5 hit kill at 3,000 RPM. takes 0.5 seconds to fully spin up.  Movement is heavily hindered, and the player cannot aim down sights, with the right mouse button instead spinning up the barrel.  Has 1,000 rounds, and cannot reload.)
 * Milkor MGL (fires grenades at 1,500 studs/s with a 15 stud lethal radius. Firecap is restricted to 320 RPM, and is reloaded individually at 6 rounds.)
 * MG08/15 (throwback to CoR 5 old version (it is a variant of the Maxim, after all), fires at 500 RPM with a 200 round magazine (400 in reserve) and is a 2-3 hit kill.)

SLS Series Weapons
''The SLS weapons (SLS for StyLis Studios) are fictional prototype weapons, that are unlocked after the player achieves 1,500 kills (or 2,000 kills for snipers) on all weapons within the class. The unlock methods will encourage weapon variety, which is necessary to get these elusive weapons.''
 * SLS-001-RAIL (Sniper Rifle) (Bolt-action single shot similar to the BFG, except it is a railgun, which means it fires projectiles at a velocity of 6,000 studs/s, and has a lethal explosive radius of 2.5 studs. Deals 200 flat damage, which means it can one-hit anywhere even through walls (but you still can't see through them lol), and has a scope double the magnification of the other sniper rifle scopes, at 20x, with a simple cross design (a-la M1903 scope).  However, movement and scope-in time is slow, reload is 4 seconds long, it only comes with 10 bullets (+1 loaded), the gun is loud enough to be heard from 1,000 studs away, and it cannot accept any barrel attachments.)
 * SLS-020-ASLT (Assault Rifle) (Assault rifle that prints its own rounds, print rate of 5 bullets per second. Fires at 600 RPM, and deals 34-23 damage.  However, the SLS-020-ASLT has a low 3-to-4 hit range compared to other Assault Rifles, and cannot grab bullets from other assault rifles, or even itself, to balance its 3D-printing capability.  It has no reserve ammo, as every bullet that is printed goes straight in the magazine.)
 * SLS-005-PLSM (Shotgun) (Semi-auto shotgun that uses plasma for fiery CQB destruction, which deals consistent one-hit kills at close range (up to 50 studs, for 1-hit range, and will 3-hit at its maximum range of 100 studs), but are useless at long range. Firecap is at 200 RPM.  The 'magazine' is a battery that holds the plasma that is inserted where a mag on the AK would go, and provides enough energy for 5 shots.  Has no reload penalty, nor can it take any different shell types due to its nature.  Again, cannot accept barrel attachments.)
 * SLS-010-HPRB (DMR) (2-round hyper-burst DMR similar to the AN-94, but fires 7.62x51mm NATO bullets. Has more recoil than the AN-94, as well as far fewer bullets, but can one-burst an enemy in the head at any range.  It's a bullpup design similar in design to the GM6 Lynx.  Hyper-burst is at 1,800 RPM like the AN-94, but only allows 180 bursts per minute.)


 * SLS-040-CCAR (Carbine) (Automatic caseless suppressed carbine. Incredibly quiet, and deals 25-18 damage, at 800 RPM.  4-hit range is short, but the effective masking range is 10 studs, most effective of any suppressed gun, integral or otherwise.)
 * SLS-060-SMG (PDW)
 * I'll put my own thought into the PDW before Camaro adds his own thought in. IMO the PDW should have an incredibly high RoF- possibly matching the BO3 Vesper (1200 RPM), whilst sporting a great hipfire spread and reload speed. However, it would have an extremely low damage per bullet and permanently switched to fully automatic. It also would not be able to equip any underbarrel attachment due to having an integrated foregrip. -FG
 * That's great! The gun could also probably have tons of vertical recoil, and maybe a drastically increased empty reload speed time (tactical 2 seconds, empty 3.5 seconds).  Keep in mind the number in the middle is the capacity, not counting the one in the chamber.  -CamaroKidBB
 * SLS-150-GAT (LMG) (6-barrel handheld LMG. Unlike conventional miniguns, this one doesn't run on batteries.  When you shoot, the muzzle energy goes into the muzzle brakes on top, slanted to encourage the barrels to spin.  The longer you shoot, the faster the fire rate.  Fire rate starts at 420 RPM, then slowly climbs up to 1,200 RPM in a span of about 6 seconds.  Deals 45-30 damage.)
 * SLS-020-SMRT (Pistol) (Semi-automatic machine pistol, burst when locking on; ADS engages 'lock-on' mode, where targets are marked, and shooting at a target will shoot a burst relating to how far away the target is. Damage is the standard 34-20 of the pistols, and the standard 30 max - 60 min range.  Semi is 780, but ADS lock-on mode has a 500 RPM burst.  The rounds shot within a burst are relative to the hits to kill at the range in question.  3 rounds for up close, and 5 at its maximum hits to kill.)
 * SLS-1942-SLMG (LMG) (A special machine gun that uses a different system then other machine guns. It fires standard 7.92x57mm Mauser, and uses a special design which allows for a fire rate of 1,500 RPM.  The 1942 stands for the gun its based off, the MG42.  The SMG stands for Speziallelichtmachinengewehr, which is Special light Machine gun in German.  Its cartridge allows it to deal 90-50 damage.It requires 1,500 kills on all machine guns)
 * SLS-1935-SSG (DMR) (Not designed by original creator of SLS) (A DMR that fires 7.92x57mm Mauser. It has a special optic not shared by any other rifles in game, like the Intervention, or a Remington 700.  Instead, it uses a German optic used by the K98k.  The 1935 stands for the year of creation of the K98k, and SSG stands for 'Sharfschuetzen Gewehr,' German for Sharpshooting rifle.  It uses a design so complex, it is more advanced than any other rifle from the peroid.  It fires at 470 RPM, has no other fire mode, and has minimal recoil)
 * SLS-1943-SOSG (Battle rifle) (Not designed by original creator of SLS) (A battle rifle that fires 7.92x57mm Mauser, similar to the K98k, but it is semi automatic. The 1943 stands for the date of creation of the rifle its based of, the Gewehr 43.  The SOSG stands for Spezielle Operationen  Selbstladegewehr, which is Special Operations Self loading rifle in German.  It has a special optic usable to snipe which can be turned to the side like the Bombenschuss when T is pressed.  When T is pressed, the iron sights are usable, preferably with its automatic firemode on.  It is classed as a Battle rifle due to it using full power cartridges and is selective fire.  The name 'self loading' comes from its special inner system that allows for 450 RPM on semi automatic, and 800 RPM on automatic.  Special Operations comes from it able to be used as a semi automatic sniper, and also be used as a battle rifle.  However it is classified as a battle rifle as said earlier.  It requires 1,500 kills on the AG-3 and SCAR-H)
 * SLS-1942-MK (Assualt Rilfe) (Not designed by the original creator of the SLS) (Assualt rifle, chambered in 7.92x33mm Kurz. The 1942 stands for the date such a device was concieved, the machine carbine.  The MK stands for Maschinen Karabiner, German for Machine carbine.  It is a standard rifle, but due to its design, the recoil is relativly low compared to other assualt rifles.  Due to the sight standing above the barrel, the muzzle flash is hidden, or not exposed like other assualt rifles.  Unlike assualt rifles however, this machine carbine can only fire effectivly at around 200 metres, less then the 300 metres required for an assault rifle.  Requires 1,500 kills on the printing assualt rifle)
 * Assault Rifles aren't effective out to 300 meters. They are IRL, but not in-game.  If they truly were, you'd see 900+ stud kills everywhere with Assault Rifles.  -CamaroKidBB
 * So the range needs to be comparable to all assualt rifles (Im looking at you, AK47) -Author
 * Many Assault Rifles have about an average full-auto effective range of about 175 studs average. According to my math, the full auto effective range of this Assault Rifle will have to be about 117 studs, which is shorter than the measured AK-47's full auto effective range, at about 135 studs.  But since you described the recoil as being super low, unless the TTK at 117 studs is abysmally slow like the AUG A2 after 150 studs.  But even then, if the Assault Rifle does a garbage damage output even compared to the AUG A2, you know you've created a crappy AR, unless it 2-hits at close range.  -CamaroKidBB
 * You do realize it probally will deal the same damage as the STG-44 from COR since its 7.92x33mm Kurz?  -Author
 * 30-20 damage. It's an anomaly since you say the effective range would normally be 2/3rd's that of a normal Assault Rifle, yet you say the recoil is very low.  Is the fire rate low as well?  -CamaroKidBB
 * The fire rate = 420. I am actually kidding, it is 300 RPM.  -Author
 * Oh. Oh dear.  4-5 hit kill at 300 RPM.  Unless it's an absolute laser beam that puts the AN-94 to shame, then I don't see how practical this can be.  I mean, THE MK11 FIRES FASTER!  I'd almost prefer it to be 420.  :P  -CamaroKidBB
 * The SKS has near the RPM of 420 and its accurate, so that would mean STICK WITH 420. -Author
 * I'm thinking more 450-500 RPM, and maybe *barely* a 3-hit kill to balance out the lethargically slow fire rate (300, 450, 420, 500, WHATEVER). While it's true this will use the same bullets as the STG-44, remember that damage isn't consistent with all guns, even with the same bullet, in this game, nor are any returning guns' damage figures consistent with CoR 5's damage model (The Mosin in PF deals 60-50 damage, but is headshot only, and the recent M1911 deals 50-30 damage, not 45-25 like its CoR 5 brethren.  MP412 REX also deals 56-28 damage, while the .357 from CoR 5 deals 50-30.).  -CamaroKidBB
 * So we take the Mosin from PF, compare the damage reduction/up from CoR5. Then we see if its multiplied, divided, added, or subtracted.  -Author
 * That's not really how it works; let's say the STG-44 is indeed put in the game. It is then weighed by its real life attributes, and all that needs to be done is calculate the damage and range, to make it relevant compared to its AR peers.  If the CoR 5 STG was just thrust into Phantom Forces with the same stats, it'd be left in the dust by assault rifles like the L85A2 and AN-94.  -CamaroKidBB
 * Eh, 3 hit kill MIGHT be a great thing considering it has the least RPM of all assault rifles, beating the AN-94. -Author
 * SLS-1941-SG (Sniper rifle) (Not designed by the original creator of the SLS) (A hand held variant of the Schwerer Gustav, it fires a scaled down round of the 800mm rail gun round. The 1941 stands for the date of the creation of the Schwerer Gustav, the SG stands for Schwerer Gustav.  Its sight is a standard 10x scope, its ammo is 1/60, and has the highest bullet drop in exchange for its round explosive power.  Its effective range is 300 studs, range before falling short and forcing the ballistics tracker is 1,000 studs.  Requires 2,000 kills on the rail gun sniper rifle)
 * Highest bullet drop in class, or highest bullet drop in-game? Also, railgun would quickly make it obsolete; unless its explosive charge is larger than the explosive kinetic impact of a railgun.  -CamaroKidBB
 * Highest in class. Since its scaled 800mm then it would explode.  But no hand held gun will be larger then the kenetic impact of a railgun cough* 800 mm cough* biggest caliber gun only surpassed by Britain and American guns cough*  -Author
 * It doesn't rely just on caliber to explode. Kinetic energy is to thank, or blame, for any sort of explosion, with the exception of rockets and recoilless rifle rounds.  -CamaroKidBB
 * Well it kinda does because the bigger the caliber, the bigger round and more explosive powder or stuff? Then kinetic energy is powered by the speed and motion.  -Author
 * But the heavier the projectile, the slower it moves using the same amount of energy. I won't argue against the rounds exploding however, even if they were shot at a slower velocity than other snipers.  -CamaroKidBB
 * The velocity means that it will drop alot more because it moves slower. If it went at, say 1000000 ms, it would probally have excellent ballistics.  Exploding rounds always happens unless it is NOT meant for exploding.  -Author
 * True. However, after calculating ballistics of what would happen if a 700 grain bullet hit something at >6,000 meters per second, there would be an explosion felt for 410 feet around at 5 psi.  Of course, this wouldn't happen in-game, with a lethal radius of 1-2 studs, but I'm just saying that a .50 caliber sabot going that fast would still cause an explosion.  -CamaroKidBB
 * Technically, it will probally work as a grenade with more range and more FATALITIES. -Author
 * Lol, then again, that's what the RPG-7 and M320 Grenade Launcher are for. But with potentially less range.  Carry on.  -CamaroKidBB
 * Technically, they all have infinite range. However, there is bullet drop and effectniveness.  -Author
 * That's exactly what I meant by range. :P  -CamaroKidBB
 * Eh, it might be a launcher that fires a grenade more powerful then a FRAG but less range and effectniveness. -Author

Grenades

 * Smoke Grenade (Confirmed)
 * Molotovs (Confirmed)
 * Molotovs don't make sense for a modern combat role as they were a improvised weapon used by the Finnish army in the winter war, incendiary grenades however do make sense and do basically the same thing with a more realistic aesthetic-zebramax
 * They can use molotovs,the only ingredients are a breakable glass bottle,inside petrol,motor oil,and a burning piece of paper to ignite it.
 * Sticky Grenade (Fictional Gammon Grenade Sticky Variant Confirmed)
 * Impact Grenade (Confirmed)
 * Flare (IF a dark map gets added (added ->)or help needed) (Confirmed)
 * EMP grenades (similar to tom clancys : ghost recon, these would blind radar and maybe the ammo counter)
 * Stielhandgranate series (Famously called the Stick grenade or Potato masher)
 * Grenade,Hand,Anti tank No.74 (Aka sticky grenade, sticks onto enemies, it is highly inaccurate by throwing though, you must use it in close quarters by holding G next to an enemy. It is a last resort to support your team and to defeat the enemy.)
 * These grenades were included in CoR 5, and last I checked, they were throwable. -CamaroKidBB
 * Im trying to say you can also stick it on,the throwing is less accurate.The thing is that you could stick it on your clothes,and since CoR was made earlier,we can assume that they didnt put this historical detail.However in PF,it is supposed to be realistic.-Author
 * Hate to break it to you, but not even Phantom Forces is the most realistic game out there. If you had to pick a sticky explosive just to set down, leave it to C4.  -CamaroKidBB
 * Yep because it is an FPS.The C4 is not a grenade though.But it would be cool throwing C4.-Author
 * While correct, C4 isn't a grenade, your suggestion is NOT using a grenade, as a grenade. Wai tho?  -CamaroKidBB
 * I think you mean 'NOT grenade as a grenade.'-Author
 * LOL, lecturing me on grammar when you don't even space after your commas and periods. But that's besides the point.  C4 is going to be added, and sticky grenades are already confirmed to be of the Gammon Grenade model, so...  If there's going to be a sticky grenade, then it's definitely going to be throwable.  Otherwise it's just weaker C4 that relies on a timer instead of a detonator.  -CamaroKidBB
 * Which means its NOT the Model Grenade,Hand,Anti tank No.74. -Author
 * The sticky grenade in question that will be added won't be a No.74, but that could be included either as a reskin, or have an extended explosion range at the cost of throwing distance. -CamaroKidBB
 * Reskin would be great, usage will be even greater, it will be worth distance when the crane guys get flushed by a guy on the little platform throwing a No.74. -Author
 * No 82. Grenade (Called the gammon grenade,its flexible)
 * Hybrid Grenade (can switch between concussion and frag modes. Press G once to pull out the grenade, V to cycle between the modes, then press G again to pull the pin and throw, or hold G to cook the grenade then release to throw.  Based off the ET-MP Grenade developed recently.)
 * Mk 2. Frag (The famous Pineapple grenade)
 * M67 (More likely to be added then Mk2) (In-Game)
 * Bruh. It's the default frag model.  -CamaroKidBB

Explosives

 * M320 (Weapon Model Made)
 * RPG-7 V2 (Original RPG-7 Variant Confirmed)
 * SMAW (Confirmed)
 * Panzerfaust (Modern) (Maybe Unrelated Panzerfaust 3 Confirmed)
 * Panzershreck
 * Bazooka
 * C4 (Confirmed)
 * Piat Launcher
 * Mortar (M224 Confirmed)
 * Firing smoke, explosive and flare (for dark maps)
 * M25 lever action 3-shot Bazooka (It was a real Bazooka prototype that sadly got dropped as soon as it was fielded)
 * Improvised Molotov Launcher (More of a tactical launcher, can block off access points for objectives because fire, can light up some objectives, also because fire, and the molotovs can kill if the user keeps standing in the fire for longer than 1 second (fire damage still goes for 10 DPS for 5 seconds). However, there is are catches, as the launcher is reloaded rather slowly, replacing the rear air tank and front molotov, and igniting said molotov, and the fired molotovs can only kill instantly on direct contact, and there is a lot of projectile drop (firing flat will only cover 25 studs before falling).)
 * Sturmpistole (A pistol which shoots a grenade)
 * Panzerfaust (WW2) (Replaces the grenade and is one shot. You cannot shoot more)
 * M9 Bazooka (Default sight is reflex)
 * M1A1 Bazooka (Telescopic sight)
 * I know we're going overkill on variants if even ROCKET LAUNCHERS have variants. -CamaroKidBB
 * Well the M1A1 isn't really a variant,its just an improved M1.-Author
 * That's pretty much exactly what a variant is. Basically the same gun, same family, but slightly different.  -CamaroKidBB
 * Variants are pretty much different, like the SCAR-H being the full-rifle cartridge variant of the SCAR-L. -Author
 * Except the SCAR-H and SCAR-L have more differences than simply a minor redesign, in the case of the M1A1 and M1 Bazookas. -CamaroKidBB
 * Granatwerfer (A mortar)

Passive Gadgets

 * LIFE-2 Autoinjector (Battlefield: Bad Company)
 * This would have a cooldown, but it can be either injected into yourself or a teammate to begin the healing process. Either that, or it can become the Campaign variant where it instantly heals you up to 100 health, but has quite a long time to regenerate.                                                                                                          
 * Adrenaline Shot
 * A shot of Adrenaline would increase walkspeed, and health regeneration speed, but would have a temporary effect before needing to recharge.
 * Motion Sensor (Battlefield: Bad Company 2 / Battlefield 4)
 * Like Bad Company 2, it should be able to be tossed and track enemy players in the area
 * Wehrmachtkanister (German water holder,it increases walkspeed,but is three time use each round until death,you cannot press F5 as well to refill)
 * Minensuchgerat 42 (German mine sweeper,in PF,it will detect grenades in 1 hit KO range,marking grenades with a yellow triangle,nerfed as it needs time to "sweep" the area)
 * Alternatively, it can track whoever threw the grenade in the radar if it is within damage range. -CamaroKidBB
 * That might be HALO levels of futuristic, unlike PF's modern setting. -Author

Maps

 * Operation Metro (Battlefield 3) (BF4 Version added to Game now)
 * The Battlefield 3 version would be a nice addition because it is a much more balanced map as opposed to the variant currently in game
 * Nuketown (CoD: Black Ops 1)
 * Great map, but in Black Ops there are 6 players per team while Phantom Forces has 16, which would make the map unbalanced. -Kobile
 * Laguna Alta (Battlefield Bad Company 2)
 * Bikini Atoll (AKA THE ONLY MAP THAT MAKES YOUR HEALTH ARTIFICIALLY GO DOWN BECAUSE IT IS THE SITE OF MANY ATOMIC BOMB TESTS)
 * 11/10 best troll map ever lolol -IGN. -CamaroKidBB
 * Invasion of Britain (Not exactly calling that due to PF's names.AKA Unternehmen Seeloewe) (Basically a GIGANTIC island with ships as spawn for Phantoms. The island is for Ghosts.  And no,not set in WW2, rather modern with monuments and memorials)
 * St. Quinten Scar (BF1)
 * Hijacked (CoD: Black Ops 2)
 * Lost Islands (BF 4: Naval Strike DLC/Developer Greed)
 * Unternehmen Barbarossa (Basically the Russian countryside and Panzers and T-34s and all that good stuff littered across. The weapons that suceed in this map would be the sniper, the DMR,and the assualt rifle.  No,  this isn't a game map,its a map that sums up Operation Barbarossa)
 * Good idea for the CoR 5 remastering, but not for Phantom Forces. If anything, it *could* be a similar style of map set at the Western Russian border, with modern equivalents of the above tanks (Think Abrams and T-14's), but not exactly Barbarossa.  -CamaroKidBB
 * Or modern Barbarossa, with the same structures but modern. T-55 or the model used in game could also be in here.  There are possibly monuments and stuff.  -Author
 * But CoR5 also isn't being remastered, its being remade. -Author
 * Except this is a wish list for Phantom Forces, not CoR 5. -CamaroKidBB
 * Yea. -Author
 * Combine (CoD: Black Ops 3)
 * That'd be a nice pick, but the map may have to be modified to include ladders, floors in between where the wall run places would be, and would have to be designed to be more contemporary, rather than the futuristic look. However, the map in general would be a nice breath of fresh air from the long-range oriented, big maps Shay keeps pumping out.  -CamaroKidBB
 * Operation Locker (Battlefield 4)
 * Ziba Tower (Battlefield 3)
 * Must... Have... CQC maps... -FactionGuerrilla
 * D-Day Beach Remastered (Albeit with more modern details, like a crashed helicopter in the beach's center, museums and memorials beyond the trenches, and perhaps all-around cleaning up the map.)
 * Omaha Beach (Basically alot of bunkers with an actual inside rather then D-Day beach (Bunkers have ladders,etc.)
 * Heart of the Reich (Found in WaW)
 * Nacht der Untoten (Zombies WaW)
 * AKA 'Airfield' on CoR 5. That exact map you described up top was Airfield both in W@W and CoR 5, although the latter used a far simpler version.  -CamaroKidBB
 * Which means in PF then they can make it the complex version.-Author
 * A modernized version. Phantom Forces is a modern shooter, not a WW2 shooter.  While WW2 elements can be incorporated, whole WW2 maps and starting WW2 weapons under the guise of a modern shooter seems rather bullocks to me.  -CamaroKidBB
 * No,since its a map and not zombies,it shouldnt use WW2 guns,rather the modern guns.-Author
 * Ya think? -CamaroKidBB
 * Eh, its not a mini-game like Nazi-Zombies, its a map of multiplayer. It actually could be a map in your 'Zombies' gamemode since it was one of the most iconic of Nazi-Zombies.  -Author
 * Downfall (WaW)
 * Burn 'Em Out (WaW)
 * Their Land,Their Blood (WaW)
 * I highly doubt campaign missions from W@W will be included as multiplayer maps. -CamaroKidBB
 * Yes,they will probably not be added,but it would be amazing if it did.-Author
 * Antarctic Labs (map set in the Antarctic, with labs laying around the area. Map is effectively 1,200 studs at longest engagement distance, and may result in sniper warfare until a snow storm hits at the 5-minute mark.  Railgun is available as a pickup weapon.)
 * Mall of Maulers (Zombies Mode) (start in the hill area, buy the door leading to the upper stairs, and then door(s) leading to the roof, then ; zombies spawn on the outside planks; crane is accessible, and contains Pack-A-Punch)
 * Airfield Revamp (Zombies Mode) (same as Nacht Der Untoten, but with contemporary replacements of the weapons available on the walls and Mystery Box; map expands to include the outside, with a trench system leading to the crashed B-17 Bomber, which houses the Pack-A-Punch)
 * Metro des Morts (Zombies Mode) (Metro of the Dead in French; in referendum to the location of Operation Metro in the Battlefield series; Starts in hill/B flag area, with debris blocking the halls and escalators leading down from the central area. Zombies spawn from the escalators in the halls.  Power can be turned on in the arcade area, leading to the ability of purchasing perks.  Pack-A-Punch is available once the power is turned on, and the expensive barrier between the hill area and the interior hall area has been purchased, with Pack-A-Punch residing in the center of the stairs leading down)
 * Launch (Zombies Mode) (Starts in a launch pad leading to a rocket, a-la Moon, which then goes to what is called Base Luna in the normal game. You start in the hill area, and work your way through the rocket areas.  Once the power has been turned on in all of the silos, the door where the codex normally hides in will open up, instead housing the Pack-A-Punch.)
 * Berlin 1945 (Zombies Mode) (Not created by original creator) (The Nazi Reichstag, I created this because we all want Nazi zombies and Zombie Hitler. Zombies spawn from the Vorbunker,  Fuhrerbunker,  and the Reichstag.   Power turned on in the Goebbels residance.  Pack-A-Punch is found in the map room, depicted in Downfall.  A wall blocks the enterance to the Fuhrer's Quarters.  There you can get alot more zombies and a mystery box.  In the Reichstag, go into the meeting room to find stairs leading to the roof.  It is marked with a Soviet flag.  There is a sniper cabinet.  In the Vorbunker is not only the Goebbels residance, but also stuff I can't say (Look up Vorbunker and there is a diagram in wikipedia)
 * Die Mondbasis 1946 (Zombies Mode) (Not created by original creator) (The Moon base in German, in reference to the Nazi Moonbase. Start in the barracks which are filled with zombies.  In the third one is a Pack-A-Punch machine in one of the rooms.  There is a blocked enterance to the main bunker.  Once purchased, it opens up a room with stairs and a map of the base on the wall.  Down the stairs is a map room that looks like this, but moonified .  In there is a sniper cabinet.  Inside the door inside the map room is the Mondfuhrer's (Moon leader) quarters.  In there is a bed, a breakable glass on the side, a table with a map, and a clock on the wall.   The zombies spawn from the barracks, and the outside.  This also works for the whole map.  Outside after breaking the glass is a room with chambers.  Might as well make the zombies spawn from the chambers too.  The door on the side leads to a blockaded room.  After purchasing it, you unlock the final part, the hangar.  Inside are space Nazi Zombies, and some advanced Luftwaffe aircraft such as Andromeda Gerat, or Hanebu III)

Game modes

 * Capture the Flag
 * King of the Hill (Already Added)
 * To have the Hill have multiple places to spawn and move around to mid-match.
 * Basically Hardpoint - zebramax
 * Search and Destroy
 * Infected
 * Gun Game (with teams, and *maybe* 2 kills before increasing gun level)
 * War (a-la CoD 3 or CoD W@W)
 * Scavenger (Battlefield 3)
 * Kill Trade (Everyone starts with half the max points. Kill a person, your team gains a point and the enemy team loses a point as well. 10 tickets deplete every 5 seconds for both teams.)
 * Ordinance Drop (Essentially TDM, but an ammunition crate will originally spawn in one of few pre-determined locations, and every once in a while it will despawn to move to another spot. When an enemy dies, their weapon is not dropped, meaning that the only way to replenish ammunition is to be nearby the ammo box.)
 * Powerup (Pickups are scattered all around the map, replenishing every once in a while. The powerups give ammunition, grenades, and health, whilst modified guns- such as a BFG with a Ballistics Tracker- also are found throughout the map that only spawn once per game round. Health never regenerates through the gamemode, forcing you to keep moving and keep fighting instead of taking cover. Makes for a Doom-styled game match while allowing people to "try out" weapons they have not unlocked yet, and high-end attachments along with them.
 * Assasination (Teams have to guard this one player who is chosen at random,if he is killed three times,the team who killed him wins.This works for both teams,there is only Assualt for guarders,recon for snipers,and weapons are restricted with only sniper rifles,assualt rifles,and carbines.The person who kills the one who is guarded gets the same EXP as capturing a flare.This is meant to be realistic)
 * Invasion (Teams ie. Ghosts invade and Phantoms defend.There are places to defend such as the crane,and the invaders must capture it and the other places.The defenders spawns decrease as invaders capture the defending places ie. Crane and gas station are captured,Phantoms must spawn from the building next to the crane.It is different from flare as there is no flare)
 * Tank Battle (I know this might look like a noobs idea,but its a gamemode,not a perk or something.Anyway,when there are tank battles,assualt turns into medium tanks,support turns into Self propelled Artillery,Scout turns to light tanks,and Recon turns into tank destroyers.SPAs,Mediums,and lights can only shoot one time and no scope.Tank destroyers have scopes but have slower reload.This is ment to be realistic and this gamemode will not appear in maps where the tanks can't fit ie. Mall)
 * Zombies Mode (a-la Treyarch Zombies; buying weapons off chalk lines, mystery box, maybe even Pack-A-Punch, but mostly gameplay heavily resembling Treyarch Zombies with 4 player co-op, perhaps perks even returning from CoR 5. May require separate place to be open lolol)

Balancing
(Please keep it reasonable, like keeping to the weapon's capabilities in real life, no "LOLOLOL BUFF BFG TO FIRE AT 600 RPM AND DO 1,337 DAMAGE WITH 420 ROUNDS LOLOLOL")
 * Make non-DMR and non-Sniper weapons worse at range as if you use an AUG A1 against a sniper you will proably win if the sniper user is not skilled enough. Shortly said, I think non-DMR and non-Sniper weapons should do worse at range and Snipers should do worse at CQC.
 * Any future slow-firing semi-auto sniper rifles (inferior damage to bolt-action snipers; a 2-3 hit kill to the limbs, but a 2-hit at all ranges to the torso, and always a 1-hit to the head, but inferior bullet drop to bolt-action sniper rifles.) -CamaroKidBB
 * Serbu Shotgun (fire rate buff from 90 RPM to anywhere between 100-120 RPM)
 * G36 (Retains upper reflex sight rather then the one optical sight)
 * This G36 could be an export version, with the higher zoom and lack of RDS up top. Also, it helps with versatility that there is a tactical rail there instead of the red dot; but it also makes me wish there were BUIS (Back Up Iron Sights) on the tactical rail instead, a-la AUG A1.  -CamaroKidBB
 * G36 with high zoom is not export. The exports have 1.5x, while the normal use 3x.  I do know, if its a export, it would use a iron sight on top.  -Author
 * Not true. G36 is high zoom and excludes the top RDS in its export model; it's the original German model that is a 1.5x and includes the RDS on top.  -CamaroKidBB
 * I guess PF Wiki is teaching me untrue things. -Author
 * P90 (Given reflex sight used on it)
 * Funny enough, the P90 sight is on the planned attachments list. -CamaroKidBB
 * The reflex sight would also have to change to red if its added to keep with the accuracy. It would be inaccurate if it didnt change to red at night.  -Author
 * It would probably be red all the time. :P  -CamaroKidBB
 * Eh, that would look cool, better then the Kobra or ACOG which have cool reticles. -Author
 * WW2 Guns (Remain too their original stats, such as the STG's 600 RPM)
 * Honey Badger (Lowered RPM for higher damage, or higher RPM for lower damage. Higher damage = More recoil.  Higher RPM for lower damage also = More recoil)
 * SCAR PDW actually realistically give PDW status and higher rank.All who used to owned it will be stripped of it and all attachments stripped.
 * I'm afraid the line was already drawn in the sand. The SCAR PDW is not a PDW as its name suggests, but is by very definition a carbine.  A sub-carbine to be precise.  Notice all the PDW's in the PDW category either have rounds that are also used in pistols, or use rounds that are designed for pistols.  No Assault Rifle bullets to be seen here, kiddos!  Although the Colt 635 was erroneously stated to be 5.56x45mm for a while, which honestly made it rather OP as it drew ammo from ALL DA WEAPONS, but was changed to 9mm, the 635's actual caliber.  Also, the higher rank and owners being stripped of everything on the gun seems rather harsh.  But who am I to judge, am I right?  -CamaroKidBB
 * Well it is a carbine but its so OP. Cough* High RPM Cough* Ammunition Cough*  And the owners need to get stripped because they are using an OP gun.  Higher rank is justifyable.  Cough* High damage Cough* High RPM Cough*  -Author
 * 625 RPM is lowest in class, and the 30+1 magazine with 120 reserve rounds are a class standard. And if it weren't for the 34 damage up close, the SCAR PDW would have the longest TTK in class, and perhaps even be outclassed by the SCAR-L.  Which funny enough, happened in real life.  -CamaroKidBB
 * SCAR-L is because it is an assualt rifle *Cough SCAR-Leichte is an assualt rifle Cough* The SCAR PDW has low TTK, the only people who use it with long TTK don't know how to use it, or it came from wiki space and I actually will believe that TTK.  -Author
 * The SCAR PDW does indeed have a low TTK up close, but a TTK even slower than the AUG A2's, which in turn is slower than evolution, is possible dealing 19 damage at a 625 RPM fire rate. Also, if it weren't for the 34 damage responsible for a 3-hit kill, its TTK would be slowest in class up close, and afar.  In fact, if it weren't for the 34 damage up close, it'd be the worst gun in the game, beating even the AUG A2.  -CamaroKidBB
 * Remember it is used to be A PDW.  Thats why it has slow TTK.  GG I used it, and an estimation is 0.1 second TTK.  -Author
 * Well, TTK isn't THAT easy to measure. Unless of course it one-shots, but if it kills in more than one shot, you have to calculate the time between shots, and multiply it by the shots to kill minus one.  Since the SCAR PDW was added, it was always a Carbine, going against the name, but classification is classification.  It is a short-barreled gun that fires Assault Rifle bullets.  Therefore, Carbine.  TTK is actually closer to 0.2 seconds instead; if it were 0.1 seconds, the SCAR PDW would be capable of 2-hit kills, or fire at 1,200 RPM, but those aren't true.
 * 0.2 is fast mate. -Author
 * 0.2 seconds is also how fast most guns kill. For every gun that kills slower than 0.2 seconds, there will most likely be one, or even two, guns that will kill faster, max damage range or otherwise.  -CamaroKidBB
 * For some reason, the PDW feels a little less then 0.2 TTK. -Author
 * All AUGs get more recoil.
 * AUG A1 would be unusable with its Swarovski Scope, AUG A2 would be even worse than it already is, and it's the worst gun in the game in my book, and RIP AUG A3. HBAR is understandable, but plz be easy on the Para.  -CamaroKidBB
 * Well the AUG A3 is basically no recoil.The AUG A1 and A2 can be handled in the hands of an experienced assualt riflemen.-Author
 * No *vertical* recoil, but horizontal recoil is ridiculous. AUG A1 I agree with, but the AUG A2...  Hoy...  What can you do with the AUG A2 that you can't do any better with any other Assault Rifle?  Even with the A1 and A3 into consideration.
 * Keep in mind the speed of the AUGs.Semi auto is very good.Use automatic on close range.-Author
 * With A1 and HBAR, it can't be aruged. A3 and A2 on the other hand...  While the A3 has AWESOME bullet drop, the damage just isn't there.  The A2 is already God-awful at TTK at long range in full auto, why make it ANY slower with semi?
 * Practice with the A2 is good.The sights are pretty good because its iron sights.The A3 is really good because it has very good sights,similar to the MK11.Keep in mind a assualt rifle is designed to engage from 300 metres.-Author
 * "Sights are pretty good because its iron sights" k. But also keep in mind the bullet drop is really exaggerated with many weapons, and 300 meters translates to 900 studs in-game, which is a very rare distance to reach on many maps, even on Crane Revamp and Highway Lot.  Really the only Assault Rifle that can even get close to that without attachments or 'training' with the weapon is the AUG A3, which has least bullet drop in class.  Again, the AUG A2's TTK at long range in full auto is already slower than evolution, so why bother using at long range??  -CamaroKidBB
 * AUG A2 is usable. Remember its not a sniper or a DMR, rather a ASSUALT RIFLE.300 metres translated to 900 studs means PF is balancing like all FPS's. TTK of the AUG A2 is, for me, really easy. Keep in mind scopes obscure the view and can't be used at close range, cough* AUG A1's cough* unusable iron sights. -Author
 * Keep in mind 300 meters is the MINIMUM requirement for an assault rifle. And the AUG A2 hits that good ol' 6-hit range as early as 150 studs, which we have the Dragunov SVU and SCAR SSR one-hitting to the head for a longer range than that.  Also, AUG A1 has back-up irons.  Just press T and see the magic happen.  TTK at close range is fine, I won't deny that.  But what bothers me is that it isn't even the slowest firing gun in class, and it already has a TTK slower than evolution at long range, at .457 seconds.  To compare, the SCAR-L has a .384 second TTK at long range, but the recoil is more controllable and you don't waste as many bullets.  Meanwhile, the MP5SD, while still having said TTK that makes evolution look fast at long range, it actually has more controllable recoil, and can reload rather fast.  The normal MP5 also has the same hits to kill at long range, only with a faster fire rate and arguably a longer effective range of about 280 studs, about the equivalent of ~93 meters.  And when almost everybody's favorite class is Recon, you're going to need something for each class to fight back at long range.  -CamaroKidBB
 * Well for some reason the AUG A2 is really good for me. AUG A1's back up iron sights are obscured from the scope and looks like the shotgun view.  The TTK is not a problem for me for some reason again.  The reload speed of the MP5SD is the same as MP5 which is slow.  Remember no one except snipers use recon. -Author
 * Both the MP5SD and MP5 reload at 2 seconds partial and 3 seconds empty. AUG A1/2/3/HBAR/Para reloads at 3 seconds partial and 4 seconds empty.  Everybody at one point has used Recon, including myself, and everybody barring the newbies have at least gotten acquainted with a sniper rifle, so they could use one if they picked it up.  -CamaroKidBB
 * For some reason the MP5SD reloads slower. And everyone uses recon if they have a spot in scout for a DMR, a carbine, a sniper, and maybe the shotgun or some other gun class.  -Author
 * Can confirm from countless hours for both MP5 and MP5SD; both reload at the same speed. Also, the Recon is the only class that cannot use shotguns, but is also the only class that has access to both DMR's and Battle Rifles.  Scout is no different, except with PDW's instead of Sniper Rifles and Shotguns instead of Battle Rifles.  -CamaroKidBB
 * You are actually right about the MP5 and MP5SD. The recon is used for "recon" but RIP purpose COUGH* Snipers COUGH*  -Author
 * Well, Recon still has its purpose though. The high magnification scope can be used to spot enemies in the distance, and killing them may even lift the burden off your team's back, provided they're sniping, too.  Even when using Mosin, I focus on spotting enemies to snipe, or for teammates to get them when they are out of my line of sight.  You may not see much without a scope, but with one, it's almost as if you could read a dime out to a considerable distance.  -CamaroKidBB
 * Most people using recon just snipe targets. Personally, they are so vulnerable to even a DMR, I get why so much people knife them.  Legit, I never seen a recon use the sniper to spot.  Good that you, a rank 200, knows to spot enemies to snipe, and not just use sniper rifles to snipe.  Scopes really only have the reticle.  Most people just use it to target better with a sniper.  COUGH* COUGH* Mosin Nagant COUGH* COUGH*  -Author
 * Well, I spot with other weapons, too, not just snipers. Also, how did you know that I use the AN-94 as a burst DMR?  Also, scopes also have the higher magnification than standard, too, on top of removing obstructions in the sight line (i.e. the base of the sight, which can block off aim for bullet drop compensation)  -CamaroKidBB
 * You legit said you use AN-94 as burst DMR in one of the suggestions, though it might be a joke. Scopes generally don't let you see incoming threats.  -Author
 * Not from the sides, but if you are observant enough, you can spot a lone sniper out in the distance that may give your teammates hell when PTFO, or perhaps even kill him if you have enough knowledge of your weapon, mainly bullet drop and where to aim. -CamaroKidBB
 * But you would need a good computer and good graphics up to 5 or 10. -Author


 * AUG A2 (recoil reduced to little vertical recoil and no horizontal recoil)
 * Aug already has no recoil - zebramax
 * A2 has a lot of recoil for having slowest reload in class (tied with AUG A1 and A3), lowest long range damage in class, and a fire rate inferior to many assault rifles.
 * Possibly have it do that, or swap damage ballistics with the A1 so you actually have a reason to use the A2. -FG
 * Or better yet, buff the AUG A2's damage to 31-21, the A1's damage after its first buff, so it may actually be viable compared to the AUG A1. Still not as long a 4-hit range, but it won't suck.  Or at least as hard.  -CamaroKidBB
 * Dragunov SVU (losing one-hit to torso capability and re-gaining one-hit headshot at all ranges capability) (Alternatively, reduce damage to 60-49, torso multiplier down to 1.4x, but increase the headshot multiplier to 2.1x)
 * the Dragunov SVU cannot one hit to the torso from full health but should 1 shot to the head at all ranges - zebramax
 * Since its re-balancing into the DMR category, the SVU can no longer 1-hit to the head at all ranges, but can one-hit to the torso at max damage range.
 * the Dragunov SVU CANNOT one hit to the torso under any circumstances, I have over 10000 kills on the weapon and know it very well - zebramax
 * Dragunov SVU gets slower RPM because of spammers abusing it.
 * Dragunov SVU is already the second weakest dmr (infront of VSS) with its headshot DPS at range being worse than the mk11s for half the rate of fire, if anything it needs buffing right now - zebramax
 * SVU has a niche role right now IMO. It needs a higher RoF if anything due to its unavoidable two hit ability. BTW your SVU suggestion should be with the other SVU. 'Yer welcome. -FG
 * Maybe revert the one-hit torso buff and reintroduce the 2.0x headshot multiplier to the SVU, and maybe a slower firecap to counterbalance it. Also, by 'other SVU,' don't you mean the SVD?  Just wondering.  -CamaroKidBB
 * Well it basically the ONLY semi auto sniper. Its the other SVU suggestion,not the SVD.  RoF is crazy good because its bigger then MK11 and lower then VSS or SKS.  -Author
 * Mk11 fires at 320 RPM, and the Dragunov fires at 150 RPM. Mk11 may kill in more shots, but if spammed, it kills faster than the Dragunov, and top that with no recoil using irons or any non-VCOG optic, and you got yourself a laser.  Every single DMR can fire faster than the SVU.  Just saying.  -CamaroKidBB
 * The Dragunov is the fastest sniper rifle with a scope. It was not meant to be a DMR, but a sniper rifle AKA using wikipedia.  -Author
 * True. Which is why I really want the one-hit to the head at all ranges to return, revoking the one-hit to the torso ability, and for the SVU to fire slower (say, 120 RPM) to balance these changes.  Of course, it will be a 2.0x headshot multiplier rather than 3.0x, along with inferior ballistics, so the Mosin can still not be considered 'obsolete.'  -CamaroKidBB
 * The one hit to head and chest at all ranges is realistic, as the SVU aka SUV uses Mosin rounds.  Due to it nearly being 100% same as a Dragunov SVD, it should have around 30 RPM as the SVD also had a 30 RPM.  2.0x would be a nerf, and the inferior due to its thing on the barrel which is probally a suppressor.  The Mosin is never gonna be obsolete.  Though I think it is just to show off your rank.  -Author
 * Since when did the SVD have a 30 RPM? I thought it could theoretically fire as fast as your typical AK, and COULD (SVU-A anyone?).  Also, the SVU never had a 3.0x headshot multiplier, and the Mosin was never capable of chest kills in Phantom Forces.  It was in CoR 5, but not here.  Also, by obsolete, I meant that to prevent the Dragunov SVU from becoming better in every way to the Mosin.  -CamaroKidBB
 * COUGH* Wikipedia COUGH* The SVU does have a 2.5x one though.  The Dragunov is also less ranked in PF so every sniper would use the SVU if it had 3.0x.  -Author
 * The highest headshot multiplier the SVU ever had was a 2.0x, which isn't even its current multiplier; it's the bullcrap 1.95x headshot multiplier. You see, I really want to like the Dragunov, but for me, Mosin is just better in almost every way, on top of being a WW2 weapon.  -CamaroKidBB
 * WW2 weapon? You see, it was made in the late 1800's and was used in World War 1.  -Author
 * ''The Mosin itself was first produced in 1891, true. However, the variant in-game is the M91/30, a variant used in WW2.  -CamaroKidBB
 * AUG A3 (less side-by-side recoil)
 * The aug already has basically no recoil, suggesting to nerf its already non-existant recoil is pointless - zebramax
 * The A3 has lots of side-to-side recoil, and not to mention the second lowest 4-hit range in class, second only to the integrally suppressed AS Val, and I'm not saying make the side-by-side recoil non-existent.
 * M93R (less recoil, but range is reduced from 30 max - 60 min to 20 max - 50 min)
 * AUG A3 (More recoil, less damage, but the RPM stays at 7 something)
 * Frags (lethal radius should be reduced from ~35 studs to ~17.5 studs)
 * Fixes to the frag so it doesn't fall through the floor would also be nice
 * AG-3 (Similarly to Bad Company 2; its recoil should decrease per shot, making it more accurate the longer you fire it)
 * AG-3 Recoil is already fairly easy to control
 * BFG 50 (Damage reduced to 95-90, but bullet drop is reduced so it will be zeroed at 400 studs as opposed to 200 studs like the Intervention or Remington 700) (Alternatively, reduce its damage back down to 105-95, and remove compatibility with the Ballistics Tracker attachment and cannot pick up any ammo from any gun except itself, to better justify the ludicrous reserve ammo for its 'mag' size)  (Yet another method, this time decreasing the damage to 95-100.  This means the BFG will only become effective at 250 studs, and remove compatibility with Ballistics Tracker.  This means the fanboys can have their powerful gun at long distance, but the precious look on their face when they realize they can't 360noscope someone from 100 studs away.  It will also make the BFG unique, as it becomes the only gun that actually raises damage at a distance.)  (Decrease damage back to 105-95, but introduce a 1.1x arm multiplier that will mean 104.5 damage dealt in the arms.  So a larger one-hit area than other snipers, but can still hitmarker.  Oh, and remove Ballistics Tracker.)  (Reduce damage to 100-90, bullet drop stays the same, unable to use ball trak, slowest ADS time, fastest breath scope time, only beaten by REM 700)
 * BFG 50 (post-sniper nerf) (make it unable to use Ballistics Tracker)
 * Obrez (Remove spread entirely, but reduce bullet velocity to 2,500 studs/s and reduce reserve ammo to 20 bullets for 25 bullets total)
 * Colt SMG 635 (reduce recoil, but also reduce damage from 34-18 to 32-18. Even then it can still have the time-to-kill advantage over other PDW's.)
 * Took the SMG 635 out for a spin before. It's a buzzsaw if you hipfire it only- VCog, Vertical, Laser, and Suppressor gives it practically no hipfire recoil. It's scary. I would say just nerf the damage. -FG
 * MP5 Family
 * MP10 (Decrease hipfire accuracy, but also change the ADS recoil pattern to have horizontal-esque recoil versus the MP5)
 * MP5 (Increase ADS accuracy, and reduce horizontal recoil)
 * MP5 can already hit 200+ stud targets with ease. -CamaroKidBB
 * MP5SD (Give it a 3-hit kill range, and increase ADS accuracy)
 * Personally, I think stretching out the min damage range will be good enough. -CamaroKidBB
 * MP5K (Increase hipfire accuracy, and reduce FSM when hipfiring. Increase max damage range, but reduce min damage range.)
 * MP5K is already incredibly good, people please stop suggesting buffs to guns which are already insane - zebramax
 * RPK (replace incorrect 45 round mag with correct 75 round drum; to rival the M60 and MG36, the former especially, in capacity and power; runs slightly slower than RPK-74. To mirror this, the reload is increased from 2.25 seconds tactical and 3.25 seconds empty to 3.5 seconds tactical and 4.5 seconds empty)
 * G18 (increase damage from 25-19 to 29-19), (Alternatively, increase the range from 20 max - 50 min to 25 max - 55 min), (or do both, lol)
 * AK-47 and AKM (swap their damage characteristics; AK-47 deals 40-32, and AKM deals 42-30 damage. It is true for their real life counterparts, as the AKM is less effective at range IRL than the AK-47.)
 * MP5A4 [CTE SERVERS] (change damage to 34-19 and reduce recoil)
 * DEagle 50 [CTE SERVERS] (increase bullet velocity from 1,800 studs/s to 2,000-2,200 studs/s)
 * AN-94 and G11K2 [CTE SERVERS] (Increase breath time w/ VCOG 6x to 2 seconds and 3 seconds respectively)