Alright here's my first rough draft for a proposal, if you see anything you disagree with feel free to call it out because we wanna find the solution together! Several I just marked balanced, and that's just because I didn't see anything of note in their stats and I didn't see anybody talking about them one way or another. That said, if you have a problem (either too op or just so boring you didnt even remember them till I posted them here) please call them out so we can think of solutions for them, because a bland weapons is just as offending as an OP one
AAC Honey Badger- Headshot Multiplier decrease from 2.7 to 2.0
Damage decrease from 16 to 14
Reason: any fast firing weapons should not have a headshot multiplier over 2. As for damage, the honeybadger does feel good as a fast firing and accurate weapon with low recoil, and therefore what it should sacrifice to maintain that good gun feel while preventing it from being OP is decreased overall damage
ACR - Balanced
AUG - Balanced
AK-47 - Headshot Multiplier decrease from 2.7 to 2.0
Cone increase from .015 to .025
Reason: despite having the second highest recoil of the ARs the AK is still somehow the most complained about out of all of them since it still has one of the best TTKs due to its headshot multiplier and accuracy if you can control (it has more accuracy than the deagle currently has)
AWP - Damage up from 50 to 65
Cone from .0005 to .0001
Delay up from 1.5 to 1.7
Recoil from 7 to 10
Reason : currently several snipers are suffering from same stat syndrome, and the AWP is suffering from being too similar in a bad way to the Scout. The solution is to make the awp more powerful, but slightly less fast with more recoil.
Barrett - Damage up from 75 to 85
Cone to .0001
Delay from 1.5 to 2
Clip from 10 to 6
recoil from 7 to 12
Reason - okay this one may be a more controversial one, but in the sea of snipers we have, there definitely needs to be variety while still being balanced... I dont know if a 85 dmg sniper can really be considered balanced even with the debuffs given to it, but we also don't want it to be an AWP clone
Benelli M3 - Damage from 14 to 15
Bump Mine - if its within my skillset (ive hitboxed playermodels, but never weapons) I will try and fix the offset hitbox of the bump mine, and otherwise leave it as-is
Colt M1911 - Headshot multiplier decrease from 8 to 2
Colt Python - Cone Decrease to 0.001
Deagle - Cone decrease to 0.001
make auto spawnable
Death Station - Make it so it can be triggered at 100 HP (if its within my power to do so)
Double Barrel - Pellet increase from 10 to 25
Cone increase from .1 to .5 (more or less, hard to really know without testing because this weapon would literally have the largest cone)
Recoil increase from 2 to 15
add weapon force to create significant knockback
turn weapon into a secondary?
Reason - to create a niche shotgun that is only ever viable in very close range situations, but it is extremely deadly up close. adding weapon force creates knockback, which also adds the unique ability to use this weapon essentially as a rocket jump
Dual Berettas - Balanced
F20000 - Damage increase from 14 to 16
Recoil from 2.7 to 2
Flare - Cone to .001 and make it repurchaseable
FAMAS - Headshot multiplier down to 2
Galil - Balanced
Five Seven - Balanced
Glock - Damage increase from 12 to 15
Recoil increase from .9 to 1.5
HUGE - Damage increase from 10 to 14
Recoil increase from 1.9 to 3
HK416 - Balanced
HKSL8 - Damage from 30 to 35
Delay from .4 to .2
cone from .002 to .01
clip from 10 to 20
Headshot multiplier from 4 to 2
make auto spawnable
Reason: the SL8 was literally a carbon copy of the M14EBR in all its stats
HK USC - Balanced
KSG - yall said fix it, but didn't tell me how, what exactly do you not like about it currently? paging @Nura
Luger - Balanced
M14 - cone decrease to .005
M14 EBR - balanced
M16 - Balanced
M1918 BAR - Balanced
M24 - Delay increase from .07 to .09
cone decrease to .001
M4A4 - Balanced
M60 - Balanced
MAC10 - Damage increase from 12 to 14
Mossberg - Damage increase from 12 to 16
Pellet increase from 8 to 10
MP5 - Delay decrease from .13 to .08
Headshot multiplier from 2.7 to 2
Cone from .028 to .02
MP7 - Balanced
make auto spawnable
P90 - Damage from 14 to 15
make auto spawnable
PSG-1 - Delay increase from .15 to .2
Cone decrease from .012 to .005
Recoil increase from 1 to 6
Remington 1858 - cone from ??? to 0.2
make auto spawnable
SCAR-H - Clip increase from 20 to 30
Make spawnable
Scout - Delay from 1.5 to 1.2
Cone from .005 to .001
Shotgun - Damage from 14 to 15
STEN - Balanced
TEC9 - Damage increase from 14 to 20
Headshot multiplier from 1.7 to 2
Tommy Gun - Balanced
USP - cone decrease from .05 to .02
Winchester 1873 - delay from .9 to .8
Winchester 1887 - Damage increase from 10 to 14
Delay from 1.2 to 1