let's break this down for a moment and have a look at a few angles
i play crysis 2 multi-player, ive played cod, ive played battlefield, ive played a few oldschool shooters and honestly if you have one weapon versus another different weapon in 'x' given circumstance
'somone' always has the advantage due to clip size, spray cone, sights, power drop, ect
because the two weapons are slightly different however you always see in these multiplayer games the same 4-5 names end up at the top of the scoreboards
what i'm saying here is if they airent selling free neuclear strikes, who gives a crap if they sell a gun with +0.01% fire rate and reload speed?
it's as rediculus at the people that argue discreet network cards theoretically stabilize network latency 50 nanoseconds faster and therefore get your attack on the line faster
which is true, on a case by case basis, but human reaction-times are OVER a thousand times slower than that and fatigue after every round
yet you still get better over time? that's because you learn the maps and your enemy's tactics
it's not really anything to do with speed when you know where to be what to do and how to hide / reload in peace so you're always ready to slaughter
you have to look at these games and realize this is x number versus y number in z situation therefore the outcome will be blah blah blah assuming everyone plays perfectly
and people love to believe they are the optimal player ( nobody is )
therefore combat tactics will have a larger role in your survivability and or victory / points / perks than who has a minorly improved gun
that said, if the minorly improved gun is less than 10% of the value of the game i really dont see why people would deny themselves a new shiny toy
dlc only becomes a requirement to purchase if all of the following are true:
your game is balanced around the item ( ie guns )
your item is fairly expensive, thus making some people not buy it due to it being an insult or whatever. ( ie, some of the community wont have it so you can reasonably assume you will have it and they wont if you buy it )
your game is competitive in nature
the item for sale massively alters the balance of power ( and i mean you have time for example in a shooter game to feel someone shooting your back turn around and smash them instantly with it, things that break the game in other-words )
if anyone can think of a serious example, then that is a failed dlc system
a good dlc system should make the game more fun, add items like flags you can stab people's corpses with that say 'lol owned' or other things that are fun, and they should be relatively cheap, so people buy them because that's the point it's a premium feature to add fun and give the developers a few extra pennies
if you unbalance your game to try to force people to pay silly prices, you may end up loosing customers, if you create an ever-positive environment, then you'll never alienate anyone and you'll still make a bit more cash from your die-hard fans