I like to test my guns on a save game on the gun runner goons and even with AP ammo you have to mag dump a whole 30 round clip on average to kill a soldier that has less HP then the courier does at standard Endurance at the start of the game. Without AP ammo it takes like 2-3 mags. Honestly crap like this really steams my beans, chaps my buns, and roasts my toast. I did a search for "assault carbine" on the forums and while there were often off handed remarks about it being bad it didn't get the outrage that the big huge sniper rifle discussion got. The only mods I saw on the nexus was one that increased it's damage to 14 and DROPPED ITS FIRE RATE making it even worse and a bunch of skins giving it boobs or whatever. So I don't know am I alone here? For me it seems like a good rule a thumb that a lot of games with shooting in it follows is that for a "level appropriate" enemy you should be able to drop their ass (assuming every bullet hit in the chest) within one clip and without having to reload much less multiple times, and generally it's somewhere around 7-13 rounds for games with Arcade logic (Goldeneye, Timesplitters, Combat Arms).
As far as solutions go I was thinking about how other RPGs handled this and unfortunately there aren't a whole lot of WRPGs not set in Tolkein Rip off World #9001 but I think that Shadowrun may have a decent solution. Shadowrun is similar in what Fallout tries to accomplish. It tries to unify multiple and extremely different playstyles onto an even playing field. You can have sword wielding Samurai, a wizard, a diplomatic "Face" person, and an old fashion gun slinger and they all can contribute well to the adventure. For Automatics versus armored dudes (and there a lot these in Shadowrun) for instance a single bullet fired from a gun like the assault carbine might not do anything versus their defenses but a full burst hitting them would as the game sort of abstracts this as like being hit with a really big bullet rather than individual weak shots. So I was wondering maybe if there was a way to make successive shots do more damage for the assault rifle. Like say the first shot does 12 and the one right after 16 then 20 and so on (just an arbitrary example ). So tagging them wouldn't do much but if you were in the ideal range and held them within the stream Ghostbusters style they'd pop pretty quickly. Is such a thing possible in the engine? Any thoughts?