Very nice B4RT, I think it will be very useful to use your work when we start to re-balance the weapons. Your stats are from my tweaking and the vanilla stats, not Wilson's latest, so I feel a little responsible for your overall approving posts
I hope you'll soon give us the rest of the weapon stats, it'll make my work so much easier.
Oh, I must have missed that, my bad. I ll update the stats soon and can share it with you. I just redid it for the handguns and have seen many changes in damage, range, RPM, ammo used and also burst. That makes my analysis rather outdated already. You guys are just too fast, which is very good for modders.
Regarding the balancing of weapons. In general I suggest every weapon in the game having it's own unique place and purpose. Every weapon should be useful and "best" in it's unique situation, even if it's just that it's the S&W Model 60LS that dropped from that random punk being the only gun you can use on the first map after you run out of your first clip. You get my idea?
We have the broad Weapon categories defined by the Guntype hardcoded into the game. I suggest having sub-categories within those, that make a couple of guns compareable but still having their own strenghts for itself, even if it's just a relatively big clip.
Let's take handguns for example: Divide the 12 handguns we have right now into 4 categories with 3 guns each. One would be the big, loud heavy hitters like Desert Eagle, FN Barracuda and AutoMag III. Make them heavy damage, one shot being even more damage than a sub-machine gun or most of the assault rifles. They should feel very clunky though, being forced to shoot from the hip to hit consistently, even snatch when fired from aim (stance 3). If it misses you should be pretty much screwed, so RPM is low.
THe Desert Eagle could have the biggest damage, the FN Barracuda the better range and the AutoMag III use the same ammo like many popular Rifles, making it a choice of convenience.
Category two would be for armor piercing, late game against heavily armored troopers. Another group for early game pistols, no armor piercing since its not needed yet but fairly okay for that purpose. An the last one the cheap mans arms, being readily available and the very early game guns that you loot from punks and scum.
EDIT: From the top of my head avoid weapons that feel the same, best-in-class-overall and ones that have no real purpose and feel like fillers. Instead, since weapon ID is valuable code real estate think for each one of them about
Gameplay stats Damage, Range, RPM, Ammo, Burst, Spread (for shotguns)
Convenience StanceFactor, Clipsize, Price, Availability, Weight, Clunkyness
Purpose Armored Targets, unarmored targets, short, mid, longrange
Ras & Wilson, what do you think?