New idea, based on reality:
So, this idea is based on reality (as I said before), but changed for usage under 400m.
Note, this is mere an idea, nothing else.
Reason: Each weapon has a certain role, and I would like to reintroduce that role back into the game…
EDIT!!! Also note: this would be based with MAXED OUT and ACTIVE Marksman (which affects accuracy for one), the Marksman Accuracy Skills will affect the game loose from these values.
Obviously, of course… (in bold, as it is added, no other reason)
EDIT 2!!! Forgot to say, none of these weapons are Experimental!
These ideas are for all NON-EXPERIMENTAL weapons. (In Italic, as it is added, no other reason)
Abbreviations used: VSR-Very Short Range, SR-Short Range, MR-Medium Range, LR-Long Range, VLR-Very Long Range.
Moller - 36’ish meters (VSR 2-8m, SR 8-16m, MR 16-24m, LR 24-30m, VLR 30-36m)
Klaucke - 40 meters (VSR 2-10m, SR 10-19m, MR 19-29m, LR 29-36m, VLR 36-40m)
.44 50 meters (VSR 2-11m, SR 11-21m, MR 21-31m, LR 31-43m, VLR 43-50m)
Kpist - 80 meters (VSR 2-15m, SR 15-28m, MR 28-54m, LR 54-65m, VLR 65-80m)
HP5 90 meters (VSR 2-16m, SR 16-30m, MR 30-59m, LR 59-74m, VLR 24-90m)
A5 (automatgevare 5) (5.56mm) - 150m (VSR 2-20m, SR 20-66m, MR 66-100m, LR 100-130m, VLR 130-150m)
A4 (Automatgevare 4) (7.62mm) - 225m (VSR 2-23m, SR 23-80m, MR 80-130m, LR 130-190m, VLR 190-225m)
89’er: 150m (semi-accurate) (VSR 2-20m, SR 20-66m, MR 66-100m, LR 100-130m, VLR 130-150m)
59’er: 200m (semi-accurate) (VSR 2-23m, SR 23-79m, MR 79-126m, LR 126-180m, VLR 180-200m)
.245 150m (VSR 2-20m, SR 20-66m, MR 66-100m, LR 100-130m, VLR 130-150m)
.270 180m (VSR 2-22m, SR 22-72m, MR 72-130m, LR 130-155m, VLR 155-180m)
.50 Sniper Rifle - 350m (VSR 2-28m*, SR 28-130m, MR 130-250m, LR 250-310m, VLR 310-350m)
*Sniper would have penalty in accuracy at Very Short Range: 10% (at 2m)-80% (at 28m) since it’s an “Extreme Range Assualt Weapon”, for one, AND to balance the LONG range out with short range penalty.
We integrate the system of Miss Aesyle with values in Damage and Accuracy:
Very close range 100% damage/100% accuracy (*Sniper Rifle is penalized in VSR!!!)
Close range 100% damage/100% accuracy
Medium range 100%-80% damage/100%-60% accuracy (based on weapon type: pistol would be 80% damage/70% accuracy whereas Hunter Rifle would be 90%damage/90% Accuracy, and sniper 100% damage/100-95% Accuracy)
Long range 95%-50%damage/95-40% Accuracy (based on weapon type: pistol would be 50% damage/40% accuracy whereas Hunter Rifle would be 75%damage/75% Accuracy, and sniper 95-90% damage/95-80% Accuracy)
Very Long Range 70%-20% damage/75%-20% accuracy (based on weapon type: pistol would be 20% damage/20% accuracy whereas Hunter Rifle would be 55%-50% damage/ 65% Accuracy, and sniper 70% damage/75% Accuracy)
Beyond the VLR, ammo would become non-damaging, and drop nicely, indeed, to the ground a tad further, obeying gravity.
Ammo disintegration then should be removed, unless a really hard object is hit, since this phenomena is also very weird, IMHO.
Naturally, the given values are mere ideas, but they reflect the weapon roles (compared to reality, but modified for GZ in this case) from real life.
It just seems “impossible” that a pistol can shoot further and more accurate than a .50.
Also, in my humble opinion, it’s immersion breaking that I can actually shoot a machine 250m away, and actually hit it, as a pistol just was not made for long range combat.
Pistols should be good in bunkers, shooting Ticks, not in open world, engaging machines 250m away.
Now, I do need to say this, though: while one can see a hit occur, I have NO idea there is any damage from that hit.
I never really tried to kill off a machine 250m away with a pistol, lmao.
Now: as said: this is mere idea, loosely based on reality.
How would you, player, feel about this.
Would you like it, would you dislike it, got another idea entirely?
Do tell.
I am anxious to see your thoughts.
Thank you.