Yeah the range is so inconsistent.
So can someone explain why it takes nearly five minutes to find a btb match with a full party? It seems a little ridiculous at this point.
Nobody else playing is good enough to be properly matched against your party.
Idea to fix up the Promethean weapons suite:
Boltshot
-10 shot kill, 10 shots per clip. Reload times remain unchanged, no scope.
-Primary fire damage is unchanged.
-Boltshot starts out with a total of 15 shots, maximum 30 shots.
-Boltshot's charge shot has damage that scales depending on the shots remaining in the magazine. Only 10 shots is an instant kill; 9 is 90% shield depletion (enough for a melee kill but not enough to kill with the remaining shot), 8 is 80%, and so on.
Scattershot
-Magazine sizes, reload/etc times unchanged.
-Add charge shot functionality.
-Uncharged shot fires 7 hardlight pellets similar to the current function, but with increased range (equal to 80% of a Shotgun's killshot range). Wall-bouncing remains intact.
-Charge shot has charge time equivalent to a Boltshot and cannot be sustained. Upon release it fires a total of 5 "super pellets" (eating up an entire clip of 5 shots) that disappear after either 10 wall-bounces or 20 meters, whichever occurs first. This is about half the distance of a maximum Battle Rifle shot.
-Spread remains unchanged so you cannot charge and ping people long-distance with a Scattershot, but can use it for heavily effective suppressive fire or denial-of-area, similar to a Pulse Grenade.
-A single pellet in the charge shot is enough to kill at a range of about 5 meters, but damage per round decreases with distance and rebounds; for example, if you shoot a charged shot down the High Ground tunnel and it hits someone after ~5 rebounds per pellet, it would only get rid of most of their shields.