The Butcher's AK/CAR Mod Pack Analysis - Day 2

L5 Magazine

E.M.O Foregrip

Thrust Upper Receiver

Long Ergo Foregrip

Oval Foregrip

Thrust Lower Receiver

2 Piece Stock

LW Upper Receiver

Aftermarket Shorty

CAR-4 Conclusion

AMR-16 Conclusion

AMCAR-4 Conclusion

Para Submachine Gun Conclusion

But what about DMR?

For Day 2 of The Butcher's AK/CAR Mod Pack, she has revealed a large collection of mods compatibile with the Para Submachine, AMCAR, AMR-16, and CAR-4. Once again, in preparation for updates to my weapon guide, I have taken the time to analyze each of the mods to see once again where they stand for viability.Weapon Guide Here - http://steamcommunity.com/sharedfiles/filedetails/?id=267078509 So let's run down the list of the CAR mods and see what we find.Day 1 Analysis for AK Mods - http://steamcommunity.com/app/218620/discussions/8/617328415076970116/ +1.5 Stability for CAR-4, all others +1 Stability, +4 Extra Ammo all weaponsThe Expert Mag from the Clover DLC, which is dependent on card drops, is provided with this DLC in the form of this magazine upgrade. Once again, like the new AK equivilant, an upgrade without consequence.+2 Accuracy, +2.5 Stability, +2 Conceal, and +2.5 Damage for CAR-4 OnlyA variation of the Gage Mod Courier DLC's Competition Foregrip, which provides only two less Accuracy than the original. Accuracy is much easeir to compensate losses for than Stability. Then again, nobody really uses the Competition Foregrip due to -9 Stability that they would never be able to cancel out, so this essentially replaces a package farm mod that was primarily useless for loud to begin with.-4 Accuracy and +5 Damage to all except AMCARA new spin on the traditional Exotique Receiver, which provided a small damage and stability increase. The damage increase is very lucrative for all weapons, allowing for the Tactical Compensator to find some new life at canceling out the high accuracy losses. Most importantly, it is one of the few mods that will finally make the Para Submachine Gun, a viable SMG, on top of the damage increase from 17.5 to 20 natively.+5 Stability and -3 Conceal for the AMR-16 onlyThe AMR-16 has an ungodly amount of Stability, being one of the few weapons to be on the upper 20 mark of the Stability index. Stability is very easy to accomodate on this weapon, so the foregrip really doesn't have a place, considering the passive Stability granted by the military module, sights, grips, and receivers already in the game.-4 Accuracy, +8 Stability, and +5 Damage for CAR-4 onlyThis is essentially Gazelle Rail 2.0 in every possible way. An additional accuracy loss in favor of a massive Stability increase, but the same damage increase as its predecessor. It can certainly provide a lot more customization options to achieve various levels of damage.-4 Accuracy and +5 Damage to all except AMCARThe first ever Lower Receiver mod. It provides similar function to the Upper Receiver, though while its listed to be intended for use with the Upper, I would have to guess that the -8 Accuracy loss is not easily counteracted.+2 Accuracy, +1.5 Stability for CAR-4, all others +1 Stability, and -2 ConcealA potential successor to the War-Torn Stock, considering a positive stability increase over a slightly lower accuracy increase. I don't see much changing for the AMR-16 or Para on this end, once again due to the inherently high stability.+2 Accuracy, +4.5 Stability for CAR-4, all others +5 StabilityThe damage increase provided by the Exotique Receiver isn't majorly needed on any of the weapons and said damage increase is rendered redudant with the introduction of this and the other receivers. A universal upgrade over the Exotique Receiver and while the Thrust Upper Receiver is certainly an alternative option, this one is a flat out replacement of another card farm drop.+2 Stability for Para onlyThe Aftermarket Special finally comes to the Para Submachine Gun. A universal upgrade for what previously did not exist.It is much easier to reach the minimum perfection of 40 Damage, 18 Accuracy, and 25 Stability before skills without resorting to the CAR Quadstacked Mag. While the AK weapons have a very simple selection of mods to use and not to use, the CAR-4 has the largest plethora of mods that I can't really create a fully optmized build until launch. On this note, I would have to question the necessity to upgrade the weapon that is considered to be the staple of all others (literally it is, according to The Long Guide), and essentially kill off the Commando 553 or any other CAR-4 contender outright with this DLC pack.The mods all seem to lead to the same conclusion on this weapon: additional damage not necessarily needed. The AMR-16 needed no additional damage from what was presently available in the game, and while it has more options, it is still incredibly easy to mod to one's expectations. Sadly, I'm afraid this weapon, like the AK 762, will be replaced by its lesser counterpart simply due to ammo capacity over anything else.WIth the new receivers, the AMCAR-4 may actually be viable to do sufficient damage, but despite a larger ammo pool then that of the CAR-4, I'm still going to guess that it will be replaced as soon as possible by its superior counterpart, simply for mod flexibility reasons if nothing else.The Para Submachine Gun will easily become a viable submachine gun, joining the elite group of SMGs that actually can reach pure 40 Damage. This one will probably become the best out of all SMGs, since it should be possible to pass the Uzi's lower Accuracy to accomodate that level of damage.Would you lose ammo capacity, ammo pickup rate, and a devastating stability loss to weapons that have very little to begin with? Absolutely not.