Ideas
I get what you're saying, obviously there's a dmg falloff that's not explicitly stated anywhere yet. It makes sense that SMG's generally have a shorter falloff than AR's and LMG's. But when you compare within these categories, it just doesn't make sense for the higher damage, lower ROF guns (like NVO and RPKM) to have shorter falloff ranges than their lower damage, higher ROF alternatives (M433 and DRS - both of which do their listed damage on the 10m range target).
That means that using these guns (some of which are ofc much harder to unlock than the default unlocked guns) in any engagement over the ~5m or so listed value falloff range would be objectively worse DPS in the vast majority of situations. It makes no sense game design wise to grind and unlock something that gives you less DPS than the starting gun, which is why I'm leaning on this being a bug.
Would appreciate official clarity on this.
Just tested on a bot, NVO does 33 dmg at point blank. So the issue here isn't really the listed value, that's shown correctly. It's the point I made above re: dmg falloff comparative to their equivalent alternatives. Ex:
M433 damage values (at 1m, 10m, 20m, 35m, 50m, 70m): 25, 25, 25, 20, 20, 20 - ROF: 830
NVO damage values (at 1m, 10m, 20m, 35m, 50m, 70m): 33, 27, 27, 21, 20, 20 - ROF: 654
It just doesn't make sense that the default level 1 AR does significantly more DPS after a range of 5m due to the higher ROF compared to the NVO. That's like 90%+ of engagements with an AR.