I'm in agreement there. SMGs and Pistols seem to have gotten the raw end of the deal in terms of viability.
Personally I haven't had major issues with TTK, but having spent 150-ish hours playing INS2 casually for a year, the game most certainly feels "different" without AP meta. Personally, I find it a refreshing change, but I am in agreement with @Croox in regards to his suggestions to adjust damage and recoil.
In the game's current iteration, the Foregrip is an extremely powerful MUST-HAVE attachment. It significantly reduces recoil on any weapon it's placed on. With the exception of the MK17, G36K, and M16A4, I personally think Security weapons are in a nice spot right now.
G36 is extremely controllable, and is more or less a cheaper M4, while the M16A4 has both the advantages of the recent burst fire buff and the ability to mount decent 1x optics (Something the M16A2 can't, which keeps it balanced.) The MK17 also feels really controllable despite having a beefier fire-rate than the G3, despite being pretty even on the cost scale.
As for the Insurgents, the AKM feels alright, but probably could do with extra recoil. The AK-74 however probably needs to be where the AKM is right now. The thing is a bona fide laser beam.
In regards to total TTK, I'm also in agreement that hostiles without armor shouldn't survive a 5.56 or higher to the chest or stomach regions. An overall damage buff and recoil nerf (read as increase of recoil) to intermediate and rifle cartridge firing weapons. I don't think the recoil nerf should affect SMGs or pistols though. Their ease of use and light weight should be a major selling point, as a player is effectively sacrificing range, penetration, velocity, and straight damage for it.
The other half of this TTK equation is also stemming from two things that players have observed.
- Getting shot doesn't stop player momentum as drastically as INS 2
- Players accelerate and decelerate too quickly.
These two factors are allowing for a dangerous strafe meta, and makes crossing open terrain much less punishing as players are less likely to be stopped dead in their tracks. I'm fairly certain that if shooting a target dropped their speed drastically for a short period, less people would safely escape firefights.