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Damage Dropoff is the same

Vecst · 30 Jul 2026 at 19:37 · permalink

Let me say this MIGHT be a bad idea but something I've been thinking of regardless:
Ignoring the m277, m250 and snipers: why on earth does every weapon have the same damage dropoff distance?
Like why does the damage on the DMRs drop off the same distance as the Pistols? Shouldn't this be something tied to weapon category, damage on the weapon or bullet speed?
For example on category: The pistols could stay at 10m dropoff but have something like AR's have it at 15-20m depending.
For example on Damage: SVD has 66 so past 20m it'd dropoff to what it has now at 10m but at 25m instead or something faster, while something with lower damage like an mp7 would have it at 10m but its full damage dropoff would be at 18m, so something with less damage will have a less steep dropoff to account for the low damage.
For example on Bullet speed: Something funny you can do with the MPX is you can make the bullet speed below 200 (short barrel + subsonic = bullets thrown would be faster), so say the default is still 10m, just the short barrel might lower it to 8m, with subsonic lowering it further it might be 6m; With extended however it could move up to minimum 12m dropoff.
Obviously this is all a matter of opinion but the main thing is: the fact a DMR and Pistol have the same dropoff distance of 10m is a really weird choice when you think about it for more than 5 seconds.

fgdxhdgxcvx · 30 Jul 2026 at 19:47 · permalink

if you think about it for more then 5 minute you realise the gunplay is garbage... really weird

Vecst · 30 Jul 2026 at 23:34 · permalink

if you think about it for more then 5 minute you realise the gunplay is garbage... really weird
Not gonna deny that being mostly true but that's been said to death every 5 seconds in discussions. This is more just noticing something that may have been overlooked and a mad-scientist solution to it.

darksider55 · 31 Jul 2026 at 00:09 · permalink

I don’t think it’s even close to true, compare the RPKM to any other LMG, it looks more like an SMG in comparison.

Nya234lol · 31 Jul 2026 at 00:22 · permalink

Very true this is why people use smgs a lot because you can kill people with a damn laser across the map

Vecst · 31 Jul 2026 at 00:58 · permalink

I don’t think it’s even close to true, compare the RPKM to any other LMG, it looks more like an SMG in comparison.
This is cause everything besides the m277 and m250 have dropoff by 10m (the third target from the front in the shooting range), explaining why I'm suggesting tying dropoff to either weapon category, damage or bullet speed to possibly fix this since even bf4 (from what I remember) had dropoff at farther ranges. Especially since the newest map being the largest it really shows this problem.

FoxLeks · 31 Jul 2026 at 01:04 · permalink

if you think about it for more then 5 minute you realise the gunplay is garbage... really weird
I took me ten seconds.

Vecst · 31 Jul 2026 at 02:55 · permalink

Very true this is why people use smgs a lot because you can kill people with a damn laser across the map
Exactly, there's no point in using anything other than smgs or some AR's if damage dropoff is the same for all of them.

Vecst · 31 Jul 2026 at 17:41 · permalink

if you think about it for more then 5 minute you realise the gunplay is garbage... really weird
I took me ten seconds.
Honestly ever since the beta its been not great since I found out dropoff distance is the same on everything except the m277 and m250 (also happens to snipers too but that at least makes sense for 1-shot protection). But I'm not just saying gunplay = bad cause we know it is, I'm basically asking WHY it's bad and suggesting an idea I've had stuck in my head for a while on something to make it so the same 5-6 guns that have been used since launch have counterplay.