I'm sorry about the dissertation Draco, it was made more for dev eyes to see, my feedback to them. Since they hopefully will be reading both sides of the argument for and against a nerf of the R&R, I have to consider what and how I right it in this context. As far as trolling, I know what he's doing. And also, even though you seem to oppose the idea of a nerf, I wouldn't put you in the same boat is him. It's all part of the presentation, the "theatrics" of the combat we do here. I know I frustrate you, but so far I've learned that you are a reasonable person. I will try and tone down my dramatics when responding to you and be more honest.
As far as the R&R, you're right, Draco, Enemy AI becomes a problem regardless of how the weapon is verses other players. You won't find any protest from me regarding this. This is where we get into the problem of balancing PvP and PvE. And other questions arise, like, should enemy AI be nerfed and re-balanced a different way? But if the enemy AI was never to be nerfed then we would have to think about a way to address the R&R without making it any less potent against AI (assuming you were one who believes it is to powerful against players). I feel nerfing the fall off and keeping everything else, like the range, RoF and spread the same would be the best situation for this. I also wouldn't want the damage to be reduced at all for the first 3rd, or even half, of the length of the range. But where I think it's TOO strong is the damage at the further parts of the range. If we nerf the far ranges of the gun it will be easier for other players to deal with. And if we keep the damage the same in the first 3rd of the the length she could still do the same damage against enemy AI from above, just not from above and a mile away.
I don't think this would be a bad nerf because we keep to the spirit of the characters mechanics. She is a shot gun hero who shoots people from above, she was never meant for long range combat in the first place. Or at least this is what I believe the devs thought of based on her other weapons and special. This would play on her strengths and not change her play style, but alleviate the power it has towards other players, Atnag AND Raiders, and draw it in line with the other characters (Tolchock may still be up in the air as well).
Since it's a team game she would fill her roll against AI still at close range combat death from above against AI just fine. For long range, well we have other characters that specialize in that. She's not supposed to be good at everything. The entire Natives faction has character who can compensate on the team for that, Ginabra and Konstantin are good for filling this position as well. I don't believe there was supposed to be a one man army in PvE.
Let's pretend you also thought it was a bit too powerful in PvP, just for hypothetical inquiry. If you would nerf an aspect of her gun in a better way that would keep viability in PvE but make her risk more in PvP, how would you do it?