1. Instead of buffing the worthless shit.
2. Switching is almost as bad as reloading.
3. Grenades should not be required.
4. Team shooting again, should not be required. That said, team shooting isn't exactly the highest form of team work.
Thanks for spreading more waypoint logic around...
1. So you'd suggest making everything Mega-powerful?
2. They've mentioned that switching is now a more viable option in firefights (IIRC), especially given then draw speeds we're seeing and the fact that there's 3 (one unconfirmed) side arms.
3. So, a sandbox item that everyone gets, one that is essential to the sandbox, shouldn't be considered as a supplementary tool? I just don't really get how you're upset about how the 5sk BR works within the sandbox while ignoring other sandbox elements. Like Frankie said, context is important, and it seems like you're ignoring that fact...
4. Team shooting is the most common and basic form of teamwork, it's part of the flow of team based gametypes and absolutely should not be REQUIRED, but it's sure helpful when you're inevitably missing a shot or two while engaging an enemy.
It seems like your ideal gametype is 1v1 with no grenades. More elements in the sandbox (with limitations, of course) makes the game more interesting. More variables increases the number of possible outcomes, it's just a matter of balancing the elements. Maybe a 4sk BR would work in the game, but throw in grenades (which aren't a guarantee in a firefight, given how long the player has been alive/whether they've re-stocked, etc.) and team shooting, and suddenly one mediocre nade and a shot gets you a kill. Again, just saying the BR should be 4 shots isn't bad in and of itself, but we haven't really had our hands on the game, and so aren't completely aware of how it functions in the sandbox (hell, we don't even know the extent of the sandbox at this point!). These things don't exist in a vacuum.