At the moment there are 5 ranges (more like modes) of engagement:
[ul][li]Sniping - this one is only available to very strong characters, who only really need it for turrets[/li]
[li]Short range aimed burst damage - this one is dominated by rifles, as you only get one such burst if you can’t kite a lot, due to very punishing dispersion mechanics. It is also only useful against targets strong enough to be worth the ammo and wielding the gun[/li]
[li]Harassment (of hulks), wearing down acid and shock zeds - requires kiting[/li]
[li]Assassination - this doesn’t require anything from the gun, but benefits from it being completely silent[/li]
[li]Too close for ranged, need to use melee[/li][/ul]
The problem here is that there is no real role for non-rifles. Well, they can fill in for when rifle is having a bad day, but that’s not enough to warrant having them as separate skills (especially if you can just craft a pneumatic rifle).
[ul][li]Pistols fire single shots fast. But that’s inferior to proper burst fire, except for ammo conservation. They lose all accuracy as soon as zombies get in melee and there is no way to counter that.[/li]
[li]SMGs are mini-rifles with burst damage too low for hulks, but ammo too expensive to burst trash. Which turns them into long-range pistols. With most of the disadvantages of using pistols, but slower single fire.[/li]
[li]Shotguns are short range, non-burst rifles. They do not have a role not shared by pistols.[/li][/ul]
Without giving those guns some new roles, rifles will still rule.
Problem with those roles is that using guns is expensive, so this role can’t cover mopping up trash. And dangerous stuff requires you to kill it fast, hence burst damage. And burst damage at range is not very good because accuracy is a linear sum of angles rather than a natural, normal distribution. Not to mention that after the first burst, the whole zed city rushes in to contribute, so the more you delay it the better.
There is always the choice of melee against weaker stuff. This choice won’t go away until armor values are nerfed enough that common zeds punch through cloth armor (buffing zed damage could be done too, but it wouldn’t fix the primary cause, just the symptoms).
I’m not saying the idea is bad or not worth implementing, it’s just that it’s certainly not a panaceum for ranged weapon balance problems. And it should be generally more about buffing weak weapons than nerfing rifles.
This is intentional, so you can use the aim interface to look around without resetting your aim.
Try this: spawn two monsters (preferably non-moving), aim for one fully, then switch aim and immediately fire.
Not only will the attack against the new monster be made with full aim, this full aim will also be retained (minus recoil) for further shots.
I didn’t know if it would work like that, but now I checked and I’m certain it’s a bug.