Bertylicious said:
I've found them to be horribly underpowered when compared to SMGs. SMGs on average:
- Do more damage
- Have a scope
- Give 32 bullets on ammo pickups rather than 18
- Have greater RoF in addition to the damage
- Are more accurate
- Faster reload
- More BIG (Bullets In the Gun)
- More likely to have elemental effects
Do more damage: The big question with this one is... what level are you? In the low levels SMGs and CRs tend to be fairly close in damage (Torgue rifles being the exception since they
always have pretty high base damage per-shot). As you level up, and especially once you move into TVHM, CRs tend to pull significantly ahead of SMGs in terms of damage-per-round from my experiences.
Have a scope: Eh... this one's going to vary. Since each weapon's construction is completely random, you might just be getting rather unlucky with which optics pieces you're getting on your CR's. Granted, I don't know if some weapon classes have weighted values... it's possible, I guess.
Give 32 bullets instead of 18: Can't argue with that. This one definitely is a checkmark for SMGs. SMGs also have a larger reserve ammunition pool. I suppose the justification for it is that SMGs generally fire faster and do less damage per round... but then you get CRs that expend 3 or 4 rounds for each trigger pull. Sure, I've seen SMGs that fire more than one round per trigger pull, but it seems more rare than with CRs from my experiences.
Greater ROF: Usually this is true. I've seen some slowish SMGs and some ridiculously fast CRs, but yeah... generally SMGs fire faster. But it's to offset the damage difference in the upper levels.
More Accurate: It depends. In some cases manufacturer makes a difference. With a Hyperion SMG, even though the accuracy rating on it is pretty high, you're going to spend half of your magazine spraying off rounds in random directions before you ever actually reach that peak of pin-point accuracy. On top of that, SMG rounds tend to spread out more rapidly than CRs at longer ranges. Granted, with both weapon classes, you should probably be trying to fire in controlled bursts at long ranges anyway to reduce that.
Faster Reload: This also depends. It's partly due to manufacturer (Bandit weapons almost always have slow reloads) and partly due to which magazine type your weapon generated with. In the later levels and TVHM the automatic CRs tend to have larger magazine capacities than SMGs, and since the SMGs tend to fire faster, it means SMG users are going to need to reload more frequently than auto CR users.
Capacity: Luck of the draw. Some guns spawn with terrible magazine capacities, some spawn with great capacities. The semi-automatic CRs tend to always have smallish magazines, but the automatic ones get increasingly large capacities as you progress in the game. I've found it to be pretty common to find automatic CRs with 100+ rounds in their magazines, while similar SMGs tend to be in the 30 to 75 range.
Elemental Effects: This is kind of a carry-over from the first game. CRs have always had a fairly low chance to come with elemental effects, and even when they do have it, they tend to have a much lower proc chance than other weapons. I always figured that the justification for it was that SMGs and Repeaters generally did lower damage and had fewer rounds than CRs, so the elemental damage was supposed to bridge the gap. Beyond that, I don't think CRs are "supposed" to be used by elemental damage focused Sirens. In BL2 Axton gets Assault Rifle bonuses on his class mods, and he also has a talent that greatly enhances the damage of non-elemental weapons. While anyone can use any weapon type, there are still "encouraged" weapons for each class, and I think CRs are "supposed" to be non-elemental in this game so that Axton can maximize the effectiveness of them. I could be wrong, though.