Hello, teanah! I enjoy this game when it's not lagging, and I only have problems with weapon balance and map design (too many flanks, every wall that provides cover is as penetratable as cardboard, barriers around every object, vunerable defensible positions, etc). Since IW can't/won't change the latter, let's talk about weapon balance!
I feel the LMGs need a buff. When there are ARs with better range (Remington R5, AK 12, MSBS, and may be others) and a AR and SMG (FAD and MTAR) that have better damage at range than all LMGs but the M27, what's the point of using a LMG? Where's the major benefit besides a big mag (that other guns like the FAD and Vepr become much closer to with ext mags, with significantly faster reloads) that compensates for all of the disadvantages that comes with the LMG class (except with ChainSAW mostly)? I'm not saying that those specific guns I mentioned need a nerf, but an LMG buff rather. I think they all need better range, and a damage at range buff. All LMGs should require one less bullet to kill at range, and the M27 IAR will finally have "consistant damage over range" like its description says. This will make them more effective at longer ranges, thus offsetting all downsides and making them more like, you know, LMGs!
I think that you need to slightly buff Rapid Fire too. It only increases RoF by 17.6%, yet adds tremendous amounts of recoil and muzzle flash. I suggest you reduce its effect on recoil and muzzle flash a bit.
Now, onto shotguns! If I may ask, why did you guys nerf shotguns from MW3? Currently, all of Ghosts' shotguns require ADS or Steady Aim to get 1 hit kills past around 5 feet. ALL shotguns are hitmarker machines with too short of a lethal range and thus require high skill to get close enough to use them, yet are inconsistent & require good accuracy with ADS/Steady Aim. Slugs are the same. Why use them when all other guns (esp. ARs and SMGs) are easy mode fast TTK killing machines that could easily beat shotguns in their only useable range (snipers and dual wield pistols included)? Even knifers are making the shotguns look silly!
The shotguns here are very reminiscent of BOII shotguns, which are very bad for balance because of its tiny cluttered maps full of flanks that were made for CQC only. But, even BOII has more consistant shotguns with better range and larger mags, and the KSG from BOII has much better slugs. What's this Ghost's excuse for its bad shotguns? Is it the fact that there are so many flanks that you could close your eyes, move the left stick forward, and end up on the opposite side of even the most cluttered maps? I doubt so since most flanks that lead to CQC areas in this game are either long sightlines, or require you to run in the open to reach them. And these shotguns aren't even very effective in these CQC as they should be because, as I said, their range & damage is pathetic, and good accuracy with shotguns in CQC -- where everyone is flying across your screen -- just doesn't make any sense. And yes, I and many others came to this conclusion while using Muzzle Brake, Steady Aim, and Speed perks.
I suggest a pellet spread increase (on par with MW3), 3 more pellets on every shotgun, and at least a 50% more range buff. Slugs shouldn't get hitmarkers in their 1 hit kill range, and need better damage at range. 3-4 with slugs is just ridiculous. I want just them to be truly competitive weapons, but I feel you guys didn't give them as much love as ARs, snipers, SMGs, and even pistols!
EDIT: Could you update us on the blurry textures and jagged edges fix for last gen? Also hoping to hear more about these dedicated servers for last gen, which apparently aren't up yet.
Thanks for reading and happy holidays!