Long ranged infantry combat is ridiculously slow and unrewarding due to the almost exponential increase in TTK as distance increases. The combination of higher relative recoil, more difficulty aiming, higher relative movement and damage dropoff all make for a situation where multiple people can be shooting at a target and take several seconds to kill him. This wouldn't be a problem if the map was less dichotomous (CoD-style bases with Arma style expanses in between), but SOE doesn't seem to be able to create an infantry base that can support all types of infantry combat from 0 - 200m (like the Aftermath maps in BF3, which are terrific for combined arms and especially awesome for infantry). Since these enormous open spaces exist in PS2, infantry often needs to shoot at enemies approaching 200 metres away, setting the stage for this scenario that is frustrating for both sides. The only way to kill infantry as infantry is to switch to a sniper rifle, which isn't appealing to many players for various reasons (equipment being one). The current state of long ranged infantry combat consists mostly of snipers doing their thing, and other players waiting for the enemy to come close enough for them to be able to shoot them effectively. A solution exists that will alleviate some of the dichotomy in terrain, as well as streamline ranged combat. Double, or even triple, the range at which minimum damage is reached for all weapons. With all the factors that currently exist to make TTK longer (lower relative bullet damage, less accuracy at range), bullet damage degradation does not need to be as harsh as it is right now. This extends the effective range of infantry vs. infantry combat, allowing more of the empty space around bases to be utilised for combat rather than Commando godmode running. In essence, both sides stop this running earlier, and the time spent on that would now be spent shooting each other, which is good. It also gives non-infiltrators a better chance at killing someone outside of 50m before being plinked in the face, while buffing infiltrators enough to allow OSK headshots against nanoweave 5 out to ~330+m.