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Really like what you've done with the pistols though, seem balanced and fair when thinking about how much they cost.
Unlike what these people are saying, I have had very CT sided games along with T sided (I 16-2 almost 3 games starting CT). The play styles are simply different because of the mod. I have played about ~8 games or so of this mod the past few days. The AK is not T sided as the CT weapons are insanely accurate. I had many many times where I double hs with the m4a1s.
Rifles I think at this point are fine. The awp movement is balanced due to the increased accuracy of rifles which allows people to punish the awper if he misses. In pugs it might be a bit more T sided due to the way pugs work but in an actual game it would not at least from what I've seen.
At this point I would say the main things that should be experimented with are probably the pistols some more. The pistol rounds although feel nicer than Valve's it is still awkward. You can spam both the CT and T pistols too fast and the glock doesn't feel accurate enough compared to the USP/P2K.
SMGs could maybe use some more tweaking with movement accuracy (slightly too high).
Everything below is ideas/possible things that could be added.
I would really like you to do some experimenting with both penetration values and aimpunch. Especially with aimpunch with armor as there should be absolutely minimal aimpunch with armor. I know as you said before it's only overall aimpunch but I would still really like you to lower it anyway a bit as aimpunch without armor is rediculous anyway. As for penetration maybe increase it by 25 or 50 for example (of course only with M4 and AK) and have a beta of sorts people can try it with. The penetration is not as important due to smokes and it is mainly an idea/experiment while aimpunch I would say is more needed.
I would need to play some more games which I have been doing a lot of and I could give some better input. The majority of this was off of around 8 or so games of playing with some friends.
Pistols are getting a lot of changes for v1.2. Spamming is definitely too effective in 1.1.
Yeah that's definitely the downside of applying an accuracy buff to nearly every weapon even if inaccuracy from firing is tweaked. Some of the balancing is lost and weapons like the Famas and Galil lose their huge downsides. I'm not sure how i'll handle this but I'm going to give it a lot of thought.