High-Explosive deals most of it's damage because of it's warhead, not because of it's kinetic impact. So explosive shells don't really make sense to not deal damage outside of their optimum range. Now i know that this is just a game, but i think i have a solution for the frantic poking game with massive maps.
I suggest modifying the projectile behavior with range, more than it's damage characteristics. The ACs will deal only 50% of it's damage outside of it's effective range, AC20 will still deal 10 damage even beyond 540m. But projectile will begin to swerve side by side outside of it's effective range -- think of it as LB10X but with only 1 pellet but still goes at a random direction in it's spread ONLY AFTER a certain distance, aggravated by wind to prompt heavier compensation, making outside of 2x their effective range more of a trick or lucky shot, and likewise it acts as COF for auto-cannons but still remain accurate at a desired distance.
Simmilar effect with PPCs and Gauss but that depends. PPC can retain the same 0% damage at 2x of it's max range, and Gauss can have 3x of optimum range as max-damage and not suffer projectile deviation, as it's other selling point.
This way, poke-fest will be harder to do. Of course there is laser, but not exactly PPFLD.
Edited by The6thMessenger, 16 December 2016 - 08:31 PM.