User blog:Delta1138/What guns should be added in future DLCs?

So like the title says, there's some guns I'd like to see in BF3, and I'm putting them here. Some of them don't fit in the current pattern of unlocks in DLCs (2 ARs, 2 carbines, 2 LMGs, 2 snipers, a shotgun, and a PDW), such as the pistols. If there's anything you'd like to see, or you just want to say something, please leave a comment.

Pistols

 * A Heckler & Koch USP Compact Tactical. With an 8+1 magazine size, large .45 caliber round, and a LAM (Laser Aiming Module) attached, it would form a hybrid of the Glock 17 and the M1911. It would have a suppressed and non-suppressed version. The Compact Tactical is available only in .45 IRL, although the separate Compact and Tactical models are available in multiple calibers. Damage range of 34-12.5 (3-8 shot kill).


 * The Fabrique Nationale Five-seveN pistol. It would possess an identical damage range to the P90, have a 20+1 capacity, would have slower damage drop-off, and less bullet drop. The balancing factor would be the low damage, being a 5-shot kill to the body at close range. Essentially a semi-auto only version of the Glock 18, but with better range. Damage range of 20-10 (5-10 shot kill).


 * The SIG-Sauer P226. This pistol is widely used by both military and police forces around the world. It is currently being phased in by the UK Armed Forces to replace the aging but venerable Browning Hi-Power. This version uses 15 round magazines. Damage range of 25-12.5 (4-8 shot kill).

Assault Rifles

 * The complete XM8 family.The AR for Assault, PDW/Compact Carbine for Engineer, LMG for Support, and the DMR variant, chambered in 6.8x43mm Remington SPC, to function as a counterpart to the SKS. Damage range of 34-30 for the DMR variant (same as the SKS, 3-4 shot kill), 25-18.4 for the AR and LMG (4-6 shot kill), and 25-14.3 for the PDW (4-7 shot kill). 750 RPM for the AR, LMG, and PDW.


 * The Heckler & Koch G36KV. The export variant of the G36K, it has no built in optics. it would be a full-sized AR variant of the G36C. Like the G36C, it would also possess a two-round burst feature. With mild recoil, an average rate of fire, somewhat obstructive ironsights, above-average hipfire accuracy (approaching the level bullpup ARs have), and a relatively long reload, the G36KV would be similar to the M416 but with a mild focus on CQC. Damage range of 25-18.4 (4-6 shot kill). 750 RPM.

Sniper Rifles

 * The PSG-1 counter-terrorist sniper rifle, or the more rugged militarized version, the MSG-90. I suppose this one would be redundant however, as it is yet another semi-auto sniper. Damage range of 50-34 (2-3 shot kill).

Damage range of 50-34 (2-3 shot kill).
 * A Fabrique Nationale SCAR-H SV (Sniper Variant), also known as the Mk. 20. Since it would seem that both an AR and carbine are already featured, it would seem fair to ask for the sniper variant of the SCAR-H.

Carbines
Damage range of 25-14.7 (4-7 shot kill). 750 RPM.
 * A BAE Land Systems Munitions/Enfield Lock/Royal Ordnance L22 carbine. Being the carbine variant of the L85, it would be an Engineer weapon. It has an integrated foregrip, and a short barrel which precludes the use of a bipod. Because of this, it would equip attachments in the same manner as the QBZ-95B and PDWs.

Gadgets

 * The Mikor MGL, also known in USMC service as the M32. It has a 6-round capacity, and would take 10-20 seconds to reload fully from an empty cylinder, with the rounds being loaded one by one. It would be similar in damage and ballistics to the M320 or GP-30 already in the base game, and would occupy the same slot as the M26/M320/Health Pack. It could also prevent the use of primary weapons other than shotguns and PDWs.


 * An SRAW. Functioning as a manually guided missile similar to the mounted missile launchers in the base game, it would be immune to flares, do the damage of a Javelin missile, and require the user to guide it all the way to the target. It would also slow the user down to a walk or slow crawl, and the amount carried would be identical to the Javelin.