This is not only unfair to energy weapons, but also goes against canon.
For the most part, effective ranges are consistent.
Exceptions include:
UAC5 should technically have an effective range of 540m instead of 600m, but still a max range of 1800m. It has a weird range setup.
ERPPC should have an effective range of 630m (not 810).
ERLL is 630m/1710m
Gauss Rifle should be 630m, rather than 660m.
Machineguns should be 90m effective range (and be made into more reasonable weapons, rather than the crit-seeking gimmick).
Otherwise, just increase the Energy Weapon max ranges to triple the effective range, like they're supposed to be. If you're worried about balance, make it a non-linear dropoff, so that to their current max range is a similar slope to what we have now, but becomes more shallow as it approaches long range.
If you're still concerned, increase the projectile speed of most ballistics so that they are slightly easier to hit at long ranges. Take the 5s up to 1800m/s, and the 10s up to 1500m/s.
As a side note:
Flamers should have a max range of 270m. Though obviously a penalty to hit isn't in the system, and reducing damage wouldn't really accomplish much. Maybe if the heat addition were less effective at longer ranges. But that would require them to first be effective at short ranges.
Also, LRMs are supposed to have max range of 1890m? I know there's not going to be damage dropoff for individual missiles, but is it really too hard to make the missiles spread out more the longer they fly, so that at long ranges, many of the missiles will fall wide, even with a lock-on?
Minimum range for LRMs is also 540m, though this would be better simulated by decreasing the agility of missile so that they are not reliable to hit at shorter ranges.
Perhaps we'll leave missiles alone for now, since it obviously would require a more unique solution.
Edited by Sable Dove, 06 December 2013 - 09:17 PM.