I'm talking about pvp so pve is irrelevant.
You said it was difficult to control distance against NPCs; I was disagreeing with that assertion.
It is certainly difficult to stay close to an experienced CMDR who isn't also trying to do the same, but I don't consider difficulty an argument for making distance control less important.
LR mods are hardly responsible for long engagement distances, its dirty drives and the PA jousting meta combined with drifting ships that results in it.
I certainly agree that higher velocities make distance control more difficult.
However, higher fall off distances and greater projectile velocities provided by LR and focused mods significantly contribute to making longer engagement ranges viable.
Nice assertion, however I think differently considering rails are usually used as a secondary weapon, and never used with any mod other than LR. This change wouldn't make LR rails any better so even if the current LR rail meta was super op or something nothing would change about that. This would just give SR, high cap, light weight and sturdy rails a chance to be viable.
I see a fair number of lightweight (cuts distributor draw, and makes them faster to repair with an AFMU) and SR rails used in PvP, even if LR dominates. However, high cap is largely rendered meaningless (except on hammers) by synthesis, while sturdy would remain largely pointless, even for hybrid vessels.
Moreover, my suggestion would actually decrease the number of lr mods out there and encourage players to fight at shorter distances because it would make mods like efficient much more viable over lr, meaning that someone using beams or rails or pulse/burst lasers would end up needing to actually do range control instead of just relying on the 6000m damage falloff range to let them to 100% damage all the time.
I agree that extending the base fall off distance would somewhat encourage other mods to be used, though LR would still be predominant with rails, because it would still have four times the fall off distance. I just don't agree this would be the best way to do this, or that it would generally result in shorter range engagements.
Making it harder to leverage these weapons at longer range, via removal or toning down LR mods, and/or removing that microgimbal effect, would also encourage other mods and shorter range engagements, without inflation...as would removing legacy BPs and decreasing the magnitude of the effects of drive mods.
Ultimately, bumping the damage drop-off distance of weapons that are currently limited by them is just going to further validate and entrench problematic mechanisms. No doubt Frontier is much more inclined to favor inflationary solutions than nerfs, and that's yet another reason why I have trouble advocating them; it's the wrong direction for combat to go, IMO.