How would you feel about:
a) Reducing the multiplier on sneak criticals?
2) Reducing critical damage overall?
other) Doing either of the above, while jacking up the base damage accross the board?
Adjuct question #2, can the sneak critical and headshot multipliers even be changed in the geck? Is the only way to reduce the sneak headshot critical damage to reduce the weapon critical damage, and thereby nerfing regular crits?
-Gunny out.
I would reduce the multiplier
and the bonus damage while
not jacking the base damage upwards. If that seems a bit harsh, it's because it's supposed to be. The point of the reductions is to rein in the excesses promulgated by the sneak-sniping tactic, so I see no reason to 'compensate' for it in any way. NOTE: it's not the tactic itself I oppose, it's the disproportionate efficacy thereof. One weapon that might use a slight damage (and HP) increase is the Sniper Rifle, which really should be at around 50 instead of 42, however at the same time I would slap a +Wear penalty on .308JSP hand-load rounds as their +DAM comes at no cost.
While I have not tried to do so, I believe the multipliers can be altered. I know the 'regular' critical damage bonus
can be altered in the individual weapon entries, and since the 'sneak' multiplier is applied after the 'regular' addition, lowering the latter would directly nerf the former as well as itself. Whether or not it is desirable to nerf non-sneak critical hits is another matter, and I don't see much reason to do so in most cases. That said, if the multipliers cannot be altered our options are rather limited.
One indirect 'nerf' I would implement would be a severe reduction in available scope mods, since those allow almost anything to be used to snipe with even though that may not be the primary use for that weapon. As to spread increases, I could see doing that to some pistols and a few auto- or semiauto- rifles since most of same aren't supposed to be accurate worth a damn past about 200yd or so.