The 0.75 Aim Down Sight (Strafing) Speed of weapons. Now I am not saying that it needs to be nerfed, what I am saying is that it needs to be normalized. There are a lot of things that a noob can pick up and be instantly 'do well' with like certain abilities or projectiles, but 0.75 ADS is not one of those. It awards players who know what they are doing more so than a lock on awards a player for their achievements. As an explanation to what a 0.75 ADS multiplier is I'll guide you through the weapons that use the advantage and why it's not fairly balanced NS Weapons Let's start of with NS weapons, every single NS primary has 0.75 ADS multiplier, and that might be why YOU prefer it to some of your other options these guns consist of, the NS-15M, NS-11A, NS-11, and the NS7 PDW. Overall it is a beneficial stat to have and provides no downside and is balanced since every faction has access to these weapons Carbines There are two things you need to know about carbines right away; they are meant for close range engagements and they have (most of the time) amazing hipfire accuracy. There are two faction specific guns that have the 0.75 ads multiplier and TR hold both in their arsenal. The Jaguar, and the Lynx. I have more experience with the Jaguar than I do with the lynx, but it is for the most part agreed that the Jaguar is a *better* gun than the lynx is, having AMAZING (read: near perfect) hip fire accuracy and a fire rate of 750 rpm. Having used the jaguar for an extended period of time I've relied more so on my hipfire and I would rarely ever aim down sight with the gun when I can accomplish the same thing hipfiring and be doing it faster. I do not think 0.75 ADS multiplier is a make or break stat on a carbine. Assault Rifles Now with assault rifles it gets a little tricky. Every faction was promised a weapon category they would have a distinct advantage in, the devs chose that the NC would receive this 'advantage' and they certainly did during the first month of launch. Unfortunately with the release of a new 'set' of Assault Rifles lead to the TR and VS getting their own assault rifle with the deemed 'OP' 0.75 ADS multiplier. So without further ado here is each factions respective assault rifle(s) NC: GR-22, Carnage BR TR: TAR VS: H-V45 Now, before I get any heat for this statement, I do not believe any of these guns are imbalanced, they actually all function very much the same, and I would say they are my favorite guns in the game by miles. But I do find it a little strange that the VS and TR get the advantage that the NC were promised and it upset me a little when I found out that the NC assault rifles weren't 'better' than the competitors. The point 0.75 ADS multiplier serves assault rifles well, allowing medics to be effective duelers in 1v1 and putting the "Combat" in the Combat Medic Light Machine Guns Here lies the most worthy point of contention, center of a lot of controversial weapon balance discussions, I present you the Light Machine guns, of which are graced with the 0.75 ADS multiplier. The Vanu Sovereignty have in their arsenal the Orion, a 750 RPM, 143 damage per bullet LMG that spews lasers and uses the enemies tears as ammunition. Along with the Orion, is a jack of all trades, master of none you would think, the savior of the sovereignty and bringer of death, the SVA-88. A 698 RPM, 143 damage per bullet LMG, one of the more popular LMGs used by Vanu and a favorite among a lot of other players who play all factions equally. Now before you respond with a heated message I would like to point out that I do not believe the DPS of the guns make them OP, in fact the GUN is actually fairly balanced, it is only the 0.75 ADS players have qualms with. And the countless times I have recited this argument the most common response concerned with how the Vanu have the faction specific trait of mobility. Obviously that is not the case with the multiplier as they are actually suppose to be divided among factions. The Heavy Assault is the de facto best dueler and slaughterer of men and divider of sea in this game. The LMGs they are equipped with hold some of the most ammo capacity you can have as an infantry man and their damage/dps are nothing to be scoffed at, and a combination of their high health allows each Heavy Assault player to be a big player, and a big threat on the battlefield. With the addition of the 0.75 ADS multiplier it allows the players who are comfortable with the art of AD AD spam to avoid head shots by simply side stepping and dodging 50% faster than a Heavy who is using a .50 ADS multiplier gun (i.e every single I v I gun in this game) This is a big advantage and I have voiced my solutions for a long time concerning them. First off, give every faction 2, and only 2 weapons in each category that have the 0.75 ADS multiplier. Why this change? Because it allows each faction a chance to equalize that competitive edge 0.75 ADS gives you. My second suggestion is a lot more drastic, remove the stat from the game, it may seem like I'm saying "Well If I can't have it, than no one can!" when I say this, but I deeply believe, along with my other infantry men that the stat is too much of an advantage, and there is nothing a player can do to bridge that gap either through skill or positioning.