Yes, [b][u]and no[/u][/b].
Yes, because they're getting a 10% damage boost against AI and an overall boost in damage. So that's good.
But they will also have faster damage drop-off. A screenshot they showed in the 2.0 tuning post had a sample of a Captain getting pinged by a machine-gun. At maybe 3 or 4 meters the pings were for 19 damage. At 7-10 meters the pings were for 14 damage.
That's a big drop-off in a relatively short distance. Thats a 25% loss in damage in a relatively short distance; imagine what it's like at 50 meters or more?
Now, I don't know if that screenshot was accurately depicting the % loss or just a "for-instance" to get their point across. But overall it could be a net-loss for Auto Rifles.
Hard to say overall.
But that a goal stated in the Tuning 2.0 doc. It's a bit all over the place with Auto Rifles though... there's an ambiguous statement that I *think* reads that they'll have longer-ranged ones to give better damage at distance. But it is ambiguous
(from the post)
[b][u]Goals[/u]:[/b]
[u]Auto Rifle is optimal at close to medium range[/u]
Damage, Stability, and Range are tuned such that players desire Stability for reliable close quarters damage, or Range for better accuracy and increased damage at a distance
Elevate Auto Rifles so they are a more competitive option in PVP, and simultaneously more satisfying to use in PVE
[b][u]Changes[/u]:[/b]
Increase base damage
[u]Start damage falloff closer to the player to emphasize its role as a close to medium range weapon[/u]
Small reduction in base stability. Landing shots at optimal range is unaffected, but repeated precision hits require more weapon control to land consistently
Boost damage by 10% against AI combatants
If their role will be close to medium range, that could mean that you'd find yourself in more instances where you have to hip-fire, correct? Or maybe just hope you get a rifle with a good range.
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