The new AR section with Beryl and Mutant. Just remember the shots to kill with 7.62 and 5.56 weapons and they're all the same.

My take on the Mutant

Laser Pointer

The new, improved Grips and Addons section, see what reduces which kind of recoil.

I added yesterday's Update 21 new gun, the Mk47 Mutant to the Weapon Stats Spreadsheet on Google Docs . It's a 7.62 Assault Rifle that only shoots in semi-auto and 2 round bursts, making it designed more for mid-range engagements than the AK or M7 shorter range rifles. It has a grip attachment, along with the normal barrel, scope, and magazine slots so you can make it pretty accurate. It's interesting to note that since it only has a 2 round burst, a Lightweight Grip is actually pretty good on it as that reduces the kick that all weapons have between the first and second bullets, meaning both of your rounds are more likely to be on target (especially with a Compensator).In the announcement video the muzzle velocity is listed as 780m/s, but the game files have it with "InitialSpeed: 715", which is the same as all the 7.62 ARs so I'm not sure where the 780 number came from. Here's the announcement video:I used single fire mode for the spreadsheet, as I haven't seen data for how much time there is between bursts (and time between shots within bursts) and the video just lists 0.1 second between shots in single fire mode. If WackyJacky is listening, break down the time between bullets (and thus DPS) for burst weapons compared to 0.1 second single-tapping for me :)They mention the Mutant is an "early game weapon" - which I think means it's not great to hang onto all game over any other Assault Rifle. The semi-auto DPS is the same as the AK and Mini against a level 2 vest, assuming you can click 10 times per second while holding a target, and as you can see on the 2nd sheet of the doc , it doesn't excel at mid or long range according to my stats either (sustained DPS / Spread for medium, Damage * Bullet Speed * Scoped Spread for long), and so it has the lowest average of the 3 ranges out of all ARs. The only time it outshines an M4 would be outside of their spraying range, but inside if your 2 round burst range - but at that range the M4 player is likely to just pull out a sniper and out-snipe your AR. Try it out and see if you like it, but drop it for any other AR you find.I also added the Laser Pointer to the list of attachments on the second sheet. It only does one thing: reduced vertical recoil when shooting from the hip or "aiming" (non-ADS, holding right-click on PC). As you might expect, it has the most reduction for that one stat since it is more situational: 0.7 vertical recoil compared to 0.85 for the Vertical Grip and 0.92 for the Half Grip (Angled has no vertical recoil reduction according to the game files). Note that all grips other than the Laser Pointer also have a 20% reduction in "recoil pattern scale" - probably making the spray pattern smaller.I also added some more attachment data to the 2nd sheet as well: compensators, flash hiders, and suppressors. Interestingly the SMG comp reduces recoil a little bit more than the sniper and AR comps, while the flash hiders and suppressors are the same. Personally I have the most success running the Half grip on spray weapons (then Angled, then Vertical), Lightweight on DMRs (then Vertical or Thumb), and Compensators on everything except bolt-action snipers which get Suppressor or Flash Hider. I think the Laser Pointer makes an interesting addition for the UMP and Vector, especially on Sanhock where the average engagement is shorter range, but I wouldn't use it on any AR - try it out in the new Training Mode Let me know if there are issues with the sheet, there's usually a few bugs that people on reddit find.EDIT: Something I didn't think about: does the fact that a Sniper Compensator has 0.8 recoil and an AR Comp has 0.9 and 0.85 mean that a Mini is actually better if you switch an AR Comp out for a Sniper Comp on it?