Usually, weapons for short distances such as submachine guns have a slow bullet speed, but with a high cadence, better recoil control and better hip precision, while assault rifles, for example, have a faster bullet speed, a decent cadence, better aiming precision but greater recoil, thus giving each category of weapons their optimal combat distances, but of course, this change would make each category different with its own styles of play and combat, But still we have another question.
How to make each weapon within a category feel different from the other?:
Here we are no longer talking about differences between categories, we are talking about differences between weapons of the same, and well, this is easily resolved by making each weapon have a unique appearance, that is, one that is better suited for short weapons, another for long ones, that it be the best balanced, etc., I give you an example with a Battlebit weapon, if we implemented this system, the FAMAS due to its cadence, could be the best assault rifle for short distances, giving it the disadvantage of a quite noticeable recoil, Of course, some things are already implemented in Battlebit, but in a bad way or poorly done, but if it is implemented, and polished in this way, with current weapons, it can give a good variety of combat styles, and Of course, to make this clearer, add a mini description to each weapon to better understand what makes it unique, as for example "World War 3" did (I leave an example image).