First of all I never said I was against changes. I said I was against a blanket damage Nerf to an entire class of weapons.
If you really want to go on about this then fine. When they buffed damage and granted sustained weapons static improved stability and removed weapon stability penalty while air born I thought it was a little much. i was for the damage overboard on the stability mainly for the SMC and AR.
For instance if you have a controlled dynamic bloom model then you can't have someone with an assault rifle hanging back and just laying on the trigger putting out the same dps at sniper range and out damaging actual longer range weapons even with damage fall off. But with bloom it could be tuned to remain effective at nominal and close ranges. Damage reduction risks just making that weapon not competitive at all ranges.
For instance if you have a controlled dynamic bloom model then you can't have someone with an assault rifle hanging back and just laying on the trigger putting out the same dps at sniper range and out damaging actual longer range weapons even with damage fall off. But with bloom it could be tuned to remain effective at nominal and close ranges. Damage reduction risks just making that weapon not competitive at all ranges.
Except that doesn't really happen. AR falloff starts at 60 meters. SMC falloff starts around 40 meters. For reference, the scout boosts at 37m/s. Boost for roughly one second, and then you're at the beginning of SMC falloff range. Boost for a little over half of another second, and you're at the start of AR falloff range.
Even the lowest DPS sniper weapons don't start falling off until 140m (SA-Hawkins), and have far higher minimum damage than weapons with higher DPS up close.
A bit of a "falloff" background:
All weapons with "falloff" have min and max damage. From 0m up to the beginning of falloff range, these weapons deal their max damage value. For the AR, the maximum damage is 19.800.
At the start of falloff range, that damage starts decreasing for each additional value(either meters or a smaller variation thereof) beyond the beginning of the falloff distance. I'm pretty sure it's linear, but could be wrong. When the opponent gets to maximum falloff range, or anything beyond that range, the weapon deals its minimum damage value.
then you can't have someone with an assault rifle hanging back and just laying on the trigger putting out the same dps at sniper range and out damaging actual longer range weapons even with damage fall off.
Let's analyze your logic at 2 intervals throughout the falloff range.
60 meters:
Here, the AR is still doing its maximum damage (19.8) per shot. Excluding spread, it has roughly 12 more DPS than the SA Hawkins at this range. Both weapons are dealing maximum damage at this range (again, not including spread).
100 meters:
We're 40m into the AR's falloff range at this distance.
The AR's total falloff distance is 140m (i.e. 60m to 200m).
40m is 28.57% of 140m.
The AR's maximum damage per shot is 19.800, and minimum damage per shot is 3.190
Assuming linear falloff, the AR is doing [ (100.00% - (28.57%)) * 19.800 ] damage per shot at this range, which equates to 14.14 damage per shot.
14.14 x 5 shots per second = 70.72 DPS.
The SA-Hawkins retains its maximum damage up until 140m, as its falloff doesn't start until then. At 100m, the SA-Hawkins is already doing ~17 more DPS than the AR. We're not even a third of the way through the AR's maximum falloff distance and it's already less effective than the SA-Hawkins. Keep in mind, these calculations aren't even factoring in weapon spread (which the AR has 25% more of, btw).
You may want to take a look at the weapon stats before you consider any further balance changes ^_^
Edited by Xacius, 06 May 2015 - 02:38 PM.