Ok after watching many youtube videos on balancing and fusion rifles vs other wepaons (mainly shotguns) I have an idea which I haven't seen.
The current way damage falloff works for all weapons at the moment (correct me if I'm wrong) is that once the target starts to leave the range of a gun measured by it's stat damage falloff occurs and the further they go away the less damage it does and the less accurate it gets till it practically does no damage and is almost impossible to hit
Now my idea for fusion rifles may not work due to the way they implement range and falloff in the code. (I'm still learning my first coding language using unity at college like the noob I am) the way I think it should though is looking at the damage vs range chart like a hill kind of. So that the closer they are inside the range of a gun the less damage it does up to a point close to you where damage is fixed so that when looked at the other way round it will be like the shot gathers more energy as it travels till it gets to it's 'optimum' range at which damage is at its highest.
To do this making it effective and make people want to attempt to stay at that range will probably require a base damage bonus of quite low maybe 4-9% but then a much higher possibly even 25% at that exact range needed. This damage may not be needed to be displayed in simple raising of single numbers but a raising of burst spread with still enough damage to kill someone in 1 shot when using a mid charge rate rifle. Plus a base accuracy bonus on all could be needed to allow a shot to hit from that optimum range. Also after thinking I think the optimum range for the mid range rifle should be just higher than sidearm range.
I think that overall this would balance fusion rifles in a way which mean that they are a competitor to shotguns in pve AND pvp. Plus it would be an effective way of keeping them in the mid range group of weapons in between snipers and shotguns without nerfing the latter to crap.
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