@Quadsword There's not really many other wars to change the fore-grip, because like you said, it's a direct enhancement to your performance. So if players take it regardless, the cost of the grip decides how many other items you can grab in your load-out, which in itself is a sacrifice. The only thing they can change to the fore-grip specifically is effectiveness or cost (obviously).
- If effectiveness stays the same but the cost is reduced (2), then players will just always take it like you said (no brainer choice, 50% less recoil for 2 points, op)
- If effectiveness stays the same but the cost is increased (4), then it becomes another instance of AP rounds in which it takes up a few points that could of been spent elsewhere, limiting your load-out choices, but it's paramount to your performance in gun fights in current state of the game (just like how picking AP was paramount to your performance)
- If effectiveness is reduced to the point where the difference between recoil with/with-out the grip is only ~15% but the cost stays the same (3), then it's more of a harder choice because the bonus is small
- If effectiveness is reduced to the point where the difference between recoil with/with-out the grip is only ~15% and the cost is reduced (2), then you'll most likely still take it
- If effectiveness is reduced to the point where the difference between recoil with/with-out the grip is only ~15% and the cost is increased (4), then you'll most likely not take it. (4 points is two explosive grenades or an upgrade from light carrier/armor to their respective heavier option... or settle for 15% recoil bonus, it's getting a lot harder to choose now and that's what it should be about)
Maybe even just give players less supply points to use, or give supply points to teams over the course of the game just like how it was for some game modes in Insurgency. So you'd start off with less but over the duration of the game, you'll eventually reach the supply amount we currently have right now.
Once you get players to finally start giving up the fore-grip, then you're in the sweet spot and numbers could be further tweaked. Another in-direct way is to perhaps add some other 'Under-rail' attachment to compete with the fore-grip that isn't recoil related.
Let's be honest, if you're always taking a fore-grip and compensator then you're really not being a team player because you could of used those points on extra smokes, heavy carrier for even 3 smokes or even 3 incendiary grenades like I do sometimes, to deny entry points on the right objectives for minutes.
The main reason we take the fore-grip is because right now it's all about having a laser beam in full auto because the game-play features/elements/mechanics/code allows the player to do so, and it works wonders. So if they change these features/elements/mechanics/code that end up not favoring the fore-grip choice all that much, then that in itself will make it not a 100% pickup in your load-out.
Like if the devs made muzzle flashes stand out more and 'pop' out even in daylight, then naturally the flash hider will be a better choice. This can go the other way too, like if TTK was lowered so that 5.56 weapons one shot, then naturally 7.62 weapons (especially with lower RoF's and mag sizes) will become less favorable (IT'S AN EXAMPLE, DON'T GET TRIGGERED). See where I'm going with this?
I also think BF:BC2 had a great weapon mod system, but that was a simpler time and the choices were simple themselves with little to no overlap in the choices. It's not the same modification model and it's an arcade shooter.