Core PVP gameplay issues: PvP is not finished; add Damage Dropoff!
Neglecting Damage Dropoff is holding back BFN's PVP experience. How is a game expected to compete in a market full of shooters, full of PVP shooters, without having this very important game mechanic? Damage Dropoff does more than help balance out damage numbers. It keeps classes in their intended ranges, and it encourage player to commit to pushes, and really engage in a fight. In BFN, a player doesn't have to really be engaged in a fight where they could have a higher chance of winning or losing the fight. Instead, players can shoot at a safe distance where it is easy to run away or get behind cover. Damage is fixed and there is no incentive to close the gap, so why takes risks and get close to enemies at all?
Neglecting damage dropoff is not some "unique" design choice. It is more like denying the PVP from functioning correctly. Most classes are aloud to snipe OUTSIDE of their intended ranges, which should NOT be possible. Classes with big Health pools or small hitboxes should not be able to snipe outside of their intended ranges. Allowing every class to deal max damage at any range has resulted in a very unfun meta where camping and sniping is the best strategy, especially with BFN's higher Time to Kill. Its very boring, and it makes classes feel less unique when they can all perform at similar ranges.
Adding drag distance and decreasing velocity is only solving half of the problem. Making players have to lead their shots just a little more does not stop them from camping and sniping. The Garden Warfare games had drag distance and decreased velocity, and Damage Dropoff was still very much needed. They are proof that BFN needs Damage Dropoff. This isn't a matter of BFN trying to be different, this is a matter of making BFN's PVP work properly. Without Damage Dropoff, balancing will be more difficult and the PVP will most likely never be close to balanced.