Most gun upgrades are a buff at all ranges.
it didn't start that way though. Upgrades had tradeoffs. Con ppsh reduced long range output, lmgs were adjusted to be worse upclose and required stationary to fire. AT meant gutted AI. All upgrades needed to be in friendly territory (even when partisans the OG infiltration unit had its durability upgrade, it had to hit friendly lines to do it)
Now you can get upgrades that are good at all ranges, improve output on the go and do it in enemy territory.
Or improve with long ranged focused lmgs that fire on the move...
Hell I'm surprised they havnt found a way to make the cover denying power of the flamethrower to be saturated and compartmentalized into an as needed basis--oh... Wait, what's that there those volks are throwing from a mile away? Do I sit in the cover now and burn or suffer the ever firing ever closing STGs now that my defensive point has been rendered completely useless?
There is a constant dilution of the tactical choices players need to make because upgrades are NOT optional. If you don't get them you will lose (or at least have one hell of an uphill battle) because your enemy certainly won't forgo their upgrades, why would they? It's a flat buff with literally no reason not to. It makes the game easier.
Munitions should be about adding tactical variety, off maps, cheeky abilities, secure critical points-or flush them out... To lay traps. Munitions should be a way to raise the skill cap and separate the men from the boys so to speak by making great use of a versatile resource. Instead we have a saturation of dps buffing goodness that makes walking at your enemy with overwhelming firepower more rewarding than ever...