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#feedback

Edited by Arman GT: 9/10/2015 9:01:18 PM
1

Some Weapon Ranges Are Just Plain Bad (analysis)

- Can we make it so Auto Rifles and Hand Cannons lose 40% damage due to long range at a distance that is FURTHER than a pulse rifle's first start of damage fall-off? - Can we make it so the range stat on Auto Rifles INCREASES the distance before damage fall-off occurs instead of decreasing the severity by a small amount (One weapon with low range stat loses 25% damage, but a weapon with over double the range loses still a whoopin 20%) - I actually test these things instead of blindly complaining; frankly, the range is so low and the damage fall-off is too large. Also, there should be some stability buff for the highest RoF Auto Rifles, as Atheon's Epilogue with a reduced Perfect Balance + Reduced stability across all AR's makes it so unstable. A whole arctype of Auto Rifle made a lot WORSE than it was before. It doesn't really make much sense when a lot of the game has encounters where the enemy can be at pulse-rifle damage fall-off range, but our AR's and HC's will lose almost half the damage effectiveness. It forces players to use the lowest RoF, highest impact AR's and completely max range just so we can mostly damage things that are at an average range in the game.

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  • Sure the damage went up for AR's, but the range and stability kills a full arctype unless you're within the old shotgun range (really, a gun that needs to be in shotgun range so significant damage fall off?)

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