The PKM is relatively easy to find. Certainly easier than the Blackops one. But maybe I misunderstood something?
I mean that, by the time I EVER find a PKM, or any other heavy machine gun variety, I already have blackops industries unlocked, and in turn, the blackops assault LMG, which is better than the PKM, FN MININ (or whatever) and pretty much all other options. Comparatively, I can get the AK47, grenades, rpg, and other weapons LONG before I can legally purchase the equivilants, and it functions as a nice "rainy day" dynamic, where sure, you HAVE an rpg, but its only 1 : you might want to save it, make it count...but this never applies to the pkm in my several playthroughs. Infact this has been my FAVORITE dynamic of say piratez, and to a lesser extent, this game : that I can get an AK, and a few clips, and use it for a risky mission long before they can be purchased. I only wish this applied to the LMG's
So its not exactly commonality, its that by the time it IS common the blackops assault LMG is ALSO common, and is 100% superior...which kinda goes against the dynamic of you being under-gunned, but taking the better guns of your enemies to use.
As for CQC, I admit its broken in its CURRENT form, but I feel this can be salvaged, and made cool : it just needs its numbers adjusted quite a bit. Currently any unit who isn't a paraplegic can fend off a pistol shot point blank, and its a rediculous, but the intent was for SKILLED people being able to, or rookies being easy to fend off : the skill check is very one sided right now, so yes, its kinda messed up.
I figure for CQC, the following things should be added
1 : make it exponentially harder to counter, the more you are flanked. It should be ALMOST impossible to counter from behind
2 : balance numbers out, so reactions and melee are more important. Perhaps make a skill floor for countering an attack, so complete rookies don't have the luxery, unless naturally skilled
3 : make countering consume a bit of energy : TU' consumption was talked about, but seems too much of a pain to micro, but I think energy consumption would be extremely fair, and would make sense. It would also keep it from being abusable. Maybe also make it consume morale from sheer stress : so abusing it is also less possible unless someone has some serious brass on them. Maybe even checks for other stats as well?
4 : provide a buff for pistols against CQC, a nerf against rifles and long guns. I figure anyone could wrestle away a rifle at close range if quick enough, but a pistol or SMG would be far more difficult. Perhaps also track what kind of gun the attacker / defender are using, and consider those into play : I figure a pistol and knife weilding agent, even with mediocre skill, would do better than say, a ninja who was somehow carrying 2 long guns. Having lighter weight in hands, and particularly if one has free hands, melee weapons, or bulky guns should all play parts in this, rather than just a check for melee and reactions : Because I refuse to believe I can carry 2 MP5s, and be just as effective as bare handed at fending off point blank shots.
5 : perhaps make CARRYING a melee weapon in hand give a small boost to CQC skills. I would feel more confident fending off a gun attack close range with a combat knife or club, or something, and it gives you an extension of your grip to better move the gun away from you.
I'm not sure how much any of this already exist, but I figure this COULD be an awesome feature IF it is balanced first. It seems like a neat idea, but with the numbers being massive shots in the dark.
Oh, and dogs really should be made standard issue I think : It makes no sense them behind medicine, and they are the best if you get them EARLY, to train them on easier missions. Or at least make them match something which makes sense, like logistics maybe, because dogs have nothing to do with medicine, do they?