Zan Azikuchi wrote:Just a thought, but what if we normalized the rifles.weapons in a different more "FIXED" way?
Example Damage: Rifle's would receive 3 damage if the weapon in name is a standard model of that race, so AR that has a damage of 34 would be 37 at adv and 40 at proto BUT a variant weapon would receive a different damage enhancement of only 2 on an assault VARIANT, so an ARR at 36 would be 38 at adv and 40 at proto, an SCR at 56 (example number) damage would be 59, and 62, but the ASCR at 34 (example number) would be 36 and 38. CR at 30 would be 33 and 36 but the ACR at say 26 would be 28 and 30, RR would have 40, 43 and 46. Different variants would receive different damage modification's, but the base variant would/should receive the highest (possible) damage, where as others wouldn't obtain as much.
Example Range: What if all weapon's can fire at a staple of 40 meter's, dealing max damage within 40 meter's, but lose damage in a different way? Having a static lower damage that, at efficient range, would only lose a few point's of damage, but be static the rest of the way until absolute range? In example, an AR that does 34 damage would only lose 4 point's of damage and regardless of damage mod's and despite being ADV or Proto, the weapon would always be 30 point's damage at efficient range, but hitting absolute range the weapon would deal less damage at that point, less damage than 30, and remain, like efficient range, unchanged by damage mod's. (Absolute range will need to be changed, along with suit's detection ranges/rings).
Each rifle would have it's own lowest possible damage, RR being 4 damage lost like the AR, SCR's 20 (if their at a base of 60), CR having 8 damage lost (taking in consideration it's a burst weapon), this way, all rifle's will be capable at range, without being considerably OP.
Summary of Rifle damage lost at range:
AR 30 efficient range, loses damage when entering absolute range.
RR 36 efficient range, loses damage at absolute range considerably (immediately goes down to 30 upon reaching absolute range and loses damage accordingly).
CR 22 efficient range, loses damage at absolute range.
SCR 30 (if base of 50) 40 (if base of 60), loses damage at absolute range (Charge shot's can still do moderately increased damage however the damage of a charge shot need's to be fixed to being an additional 15 point's instead of being a multiplier).
Overall the caldari weapon's would still be king's at range, but their weapon's at absolute (require's all absolute range's to be changed) would considerably hamper the weapon, but other weapon's would only continue to lose moderately less damage than their efficient range cousin, allowing other weapon's to be capable of taking on RR's at Absolute range's, and rifle's like the AR can still do major damage at 40 meter's without major rifle disparity.
Just a bit of something I thought of, nothing game breaking I hope. (And yes damage mod's are only active within the 40meter distance, but at efficient range it'll lose it's damage and go down to a base of the example number's above in Bolded letter's). You're thought's would be appreciated. No.....