Can we please fix the damage for min/max ranges on the weapons that shoot multiple projectiles in a single mouse click e.g. shotguns and burst rifles?
I for one have no problem with the damage that these weapons produce due to their intended niche roles, however, these weapons are producing far too much damage outside their intended ranges. For example, burst rifles are intended to be use medium to long range weapons so that they can be accurate enough to deal with snipers while also being able to compete against smgs at medium range. They are intended to be weak at close to close-medium range. But they aren’t weak at that range since a burst rifle can shoot as fast as the player can click the mouse button.
This shooting as fast as you can click becomes a problem at close range when headshots are essential for the smgs to do enough damage at those ranges to win a 1 vs 1 fight with a burst rifle. Meanwhile at this range the burst rifle doesn’t need to hit the head at all to win. The solution is to increase the shoot time between clicks so that the player can not spam the rifle at it’s unintended range while still being able to land those long range shots with enough damage to kill snipers.
Shotguns on the other hand, while have a reload delay between shots, run into a problem of doing too much damage at ranges that smgs should be more dominant–medium-long. With at least 11 projectiles leaving the shotgun in a star pattern its almost guaranteed to land a few headshots due to the small scatter pattern. A solution proposed should be to eliminate the headshot multiplier for these weapons while keeping their spread the same. This would prevent the one shot long range kills that frustrates a lot of people while allowing the weapon to remain competitive at medium range against smgs.