This makes more sense, but I think stuff like sniper flinch would become insane
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In theory, the flinch from shorter ranges would be the same but once you (as the sniper) gets further away and out of the enemy's primary range, the flinch would decrease. I am opposed to the finch at longer ranges and not from short for snipers so I thought this would be a good solution to solve that and balance all of the other primary "flinch stats" at the same time