Some times I wonder if you bother to read what is already said in this thread, let me break this down one last time, after that I will just refer you back to what is already written.
1) 20 is the max range for a flamer increasing the effective range beyond that range makes the flamer upgrade questionable....
UTILITY ... a Penal squad with a flamer has no use outside 20. It must run to 20 and stay at 20. A Penal that can do reasonable dps at range give you the option of closing or stay remaining in heavy cover. No long range dps = no option = less utility.
Flamers drop long range dps - its a choice how is a choice bad? Do I go for a flamer for close range damage, do I keep the rifle for long range. F/e PG's the upgrade doesn't have to be a mindless click - thats boring as hell and a bad design.
2) It even has more DPS than a riflemen squad at some ranges...
106%(0) 123%(5) 109%(10) 84%(15) 74%(20) 67%(25) 62%(30) 56%(35)
A 20% increase in mid DPS will bring flamer Penals close to DPS of flamer riflemen while being cheaper and tougher so it seems about right, any more DPS will probably prove problematic.
Close to a standard rifle ..... at some ranges ..... a T1 dps dealer hardly outdamages a generalist with boat loads of options, just lol, put in weapon upgrades and frankly... why bother with a penal?
3) A double range at range 35 (far) will bring each SVT to be 12% accurate than M1 bringing the total DPS of the squad around 1,12%*1,20%= 134% more than riflemen and by vet 3 around 1,34*1,3= 174% more DPS than vet 3 riflemen while reaming cheaper, with more EHP and with less reinforcement cost. In other words broken...
The number quoted was 8, abit below rifles and a 75% increase. Your ignoring the RA bonus rifles get that makes the ehp the same. Your ignoring the weapon upgrades rifles get, either AT or AI, your assuming that smoke + nade + at nade = satchel charge, just LOOOOOOOOL
4) Flamers are best used at range 20 because they have a flat DPS curve not sort...
That doesn't mean the SVT has to follow the same profile......
In addition, as I have explained many times, I personally prefer other ways of making Penals more attractive and although the SVT weapon profile might need some tweaking (more DPS mid far, less close) I would rather see a Penals become tougher than deadlier...
Big reworks are out of the picture because you know lelic. Concept wise I can see Penals working as a doc Soviet close range Ost, I've modded Penals into Strelki with DP & PTRS upgrades and it works great as another guy on the forum did with Guards. But keeping the current minefield of naff Soviet faction design how can you improve Penals with a minor change without clashing roles with another unit?.... not many options.
PLS try to read what is already written because at this point I am simply repeating the same things over and over again.
Its because you just repeat the same stuff without any kind of justification. Give Penals more mid damage..... mmm great whats the point of that? what does it actually do in game.