How to correctly balance the 93R
The recent 93R changes made it an overpowered light deleter while having basically no effect on the classes it struggles against, which are medium and heavy. Hence, Embark needs to look at other ways to balance it rather than altering the damage.
This can be done by making the burst delay shorter, which will make it more viable against ALL classes while not making it overpowered versus lights.
Proposed 93R changes:
RPM - 1000 (current cycle rate)
Damage: 24** (revert from 25 back to 24)**
Burst delay: 0,284s > 0,235s
This change will result in the following TTKs (Time-to-kill):
Body:
light: 0,52s -> ~ ** 0,71s** (7 shots) (does NOT 2 burst lights with body shots only)
medium: 1.21s -> ~ 1,12s (11 shots)
heavy: 1.68s -> ~ 1,54s (15 shots)
Head:
light: 0.40s -> ~ 0,415s (5 shots)
medium: 0.81s -> ~ 0,71s (7 shots)
heavy: 1.21s -> ~ 1,065s (10 shots)
Damage drop-off minimum range: 30m ->** 27m**
Damage drop-off maximum range: 37.5m ->** 34.5m**
Damage Dropoff Modifier @ Max Range: 50%** (it stays the same)**
Keep the mag size at** 21** to preserve the 93R's punishing nature.
These changes will make the weapon solid while not making it overpowered; for comparison, the ARN, a weapon with effectively a 60 round magazine, more range, and fully automatic has TTKs that are on average 10% faster than the 93R (except light). This makes it effectively a completely superior option while being easier to use and way more forgiving. Missing a burst on the 93R means you are extremely penalised in your killing potential. This isn't the case for the ARN.
I feel the need to mention that the 93R had these TTKs in this proposal until patch 2.9.0, yet it wasn't used because of its high recoil and lower range than the XP-54 at the time. So it wouldn't be an unprecedented change. We now have better range and lower recoil, so now is the time to truly balance this weapon once and for all.