Reasons i Believe the Scar in Practice is too effective.
-Damage Multiplier at Point Blank, gives the same effectiveness as a Marshall, if not faster.
-Tap Glitch, enables the Scar to engage exceedingly distant targets.
-High clip size allows for one of the most forgiving guns, only 3 bullets short of the OGR's clip.
-Combined with attachments and Rapid Fire, the manageability of the gun is far to forgiving, say in comparison to a Takedowns recoil.
-Hipfire accuracy is far too precise with a laser equipped, making it the most optimal choice of gun to use hip fire with, combined with its high clip.
I admit, the gun itself it very tame in its default stage, but no other gun in this game (besides the scarab) is equally adaptable to any situation. One of the most pressing issues currently is the Tap Glitch, in which most people are actually thinking it a "game mechanic," and qualifies as bursting, this glitch is currently my bane, as it renders the Takedown near useless at mid Range engagements against "Tap Fire" AR's.
My initial request is to have a system as in the BF3 AR's, in which the initial first bullet is always the one that carries the most recoil, and from then throughout is much more manageable, this would discourage the Scar wielder and force them to understand the weapon is not designed for long range, but is still manageable to a degree. I know Crytek still carries this line of code, as it was in C2, and was a penalty for shooting from cloak. Although i don't believe it should be as extreme.
Bonus: Unrelated
Check out this awesome hit detection.