User blog comment:Zombieblitz88/Buffing the Pistols and SMGs/@comment-25862085-20150515231954

So I agree completely, but the nerfs could go easy for some people.

-Take the longer reload time, and add half of the gun's shorter reload time: Ronson 50 with CM 330 2.5 + 1.5 = 3.25 (For 2 of the same guns, just give it a 1.5 multiplyer and have the reload as 1.5X longer then the normal one) (This is for reloading both SMGs at once, and considering the ammo combined {Which it is not} so if you are not dual weilding, then reloading 1 SMG means it has a 1.5* reload time, and reloading both gives it both of what I said above. Also that reloading 1 SMG means that either : The other SMG must be full or we put a key for reloading 1 of 2 dual wielded guns, or they reload when they are out of ammo and we can reload both at once.)

-Give Pistols a bigger range, about the size of the COM 2 for dual wields, for both semi/auto. Dual SMGs with 8-10 Fire rate get a 1.5 multplyer on thier spread, Dual SMGs with a fire rate higher then 10 get the spread of the Tombstone. (Having 2 SMGs with differnt fire rates (RIA T7 + Ronson 55) means that the RIA T7 having the spread that I put, and the Ronson 55 having a different spread, that of the Tombstone.)

-give a 1.5 movement penalty for the guns combined weight, so -10% guns turns into -15% (Phantoms way nothing, along with pistols, so they still way nothing. [Having a Phantom and a Ronson 50 means that it weights the heavier gun's weight. {This also applies to pistols such as Ronson 45 + HVM 001}])

-Crits reduced by 10% (I'm fine with that, normally crits are hard to get anyway, so nothing to bother with here.

Notes:

This is gonna be hard for a few reasons:

Dual weilding different types of SMGs/Pistols: Dual weilding different types of SMGs would be hard to do due to how you would have to code in the ways they fire, the accruacy of each shot, etc. (I put alot up, but it might be hard to explain normally to be honest)

Dual weilding pistols/SMGs gives a better max DPS, but augments might give some trouble. EX: Having a 10*** HVM 001 with Deadly, Capacity and Adaptive is gonna do differnt damage then a 5* Ronson 45 with Deadly, meaning that having mixed Dual wields will give differnt DpSs, and including augments as well might take some time.

Augments including: Capacity, OC, Race Modded, Pinpoint, Adaptive, Deadly, Enlarged (Trailblazer), Ten. (Thermal/Chemical weapons), Piercing, Bio and Skeletonized much be taken into consideration, giving the formulas much more work to do, and making them slightly harder to calulate normal DpS and such.

Having this on only SMGs/Pistols is a good thing, and that is why I acutally like this.