It still doesn't fix the fact that the cowboy rifles are pretty overpowered in comparison to many other guns.
If you're just going to tweak ammo to bring them up to the cowboy rifles level I'd say you need to bring energy weapons, melee and explosives up as well (unarmed is already pretty powerful as I've heard). It's as much of slap in the face of those weapon users as it is the sniper characters.
Whoa. Hold on there feller. .357 and .44 magnum rounds are nothing to sneeze at. They're damn powerful rounds used at the correct engagement range. Energy is only one way to look at this stuff. There's always a huge debate anytime you get two gun nuts in a room together about how to measure the lethality of any given round/load. Another way to look at it is the "Big Hole" theory. John Taylor develped a formula for comparing large caliber rounds' ability to take down big game. It took into effect energy, but added in the effect of the size of hole the bullet made in the target. Taylor Knock Out index is another tool you can use to compare relative terminal effect. Here's a few more numbers, again with bland and boring middle of the road common loads (all fired from carbine/rifle length barrels @ 100 yards):
.357 - TKO 11.5
.44 - TKO 20.3
.223 - TKO 5.1
.308 - TKO 18.4
Looking at it this way, the big hole the magnum rounds put in a target means the better chance to hit something the target don't want to lose. See how the .223 falls way off? But lets look at those same rounds at a little farther downrange, say at 400 yds:
.357 - TKO 7.9
.44 - TKO 14.3
.223 - TKO 3.9
.308 - TKO 15.8
Notice how the high velocity rounds lose less lethality due to range? That's how this works. Big slow pistol rounds are great for close shots, and fast small rifle rounds are great for accuracy and maintaining energy at longer ranges. I'm thinking the way to do this would be to make the base damage closer to the "Big Hole" numbers and the DT bypass based on the "Energy is King" numbers. Then you take away the pistol rounds' ability to hit like a sniper at long range by making them less accurate, ie: give them a large spread number, just like they do in real life. If you use the pistol round in a lever-action up to 100 yards at an unarmored target, you can, and should be a killing machine. Try it at 400 yards or against armor and you might as well be throwing the money you paid for the ammo at them instead. You use the rifle round at 100 yards and it will punch through armor like a bad taco through my colon and you risk the chance of "through and through" shots that high velocity rounds can result in, and thereby do a little less damage, but head shots at 400 yards will drop just about anything.
As far as balancing the other kinds of weapons, I, unfortunately, have little experience zapping people with lasers or whacking them with sledgehammers. I *do* have a vast amount of experience with things that go boom!, being that I used to lob mortar shells for a living. If *I* were gonna do all this, I would do guns first, explosives second and then balance the other weapons off of what I did to the others. That's a ton of work, folks. Take pity on an old Marine, will ya?
-Gunny out.