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Rapid fire
Three-ball (at least 2nd to 4th tier)
Sniper
Arrow
Bfg
Moons
Travellers
Stream
Sunflower (i think)
Jammer
Needler
Synclets
Battering ram
Boomerang
Starfire (1st tier only)
Splitter (2nd and 3rd tier)
Bouncy ball
Sillyballs
Bounstrike
Fleet
Skeet
Kittens (2nd tier cat)
Seagull
Tangent attack (i think)
Clover (i think)
Kernels
Flintlock (i think)
Counter
Spotter
Tadpoles
Basically it's mostly weapons that contain multiple shots or rapid fire - styled weapons. I probably missed some of them, that's all i can think of atm.
Though I'd say Clover isn't effected by range (unless it's the opposite of most of the others.) so much as luck - I hit a cross map one for 5 damage, though it was an upgraded one so not sure on the base tier.
but I do agree its all for balancing purposes,
also spaz... why is it so freaking random?! i shot at a nearby target in firing range like 15 times, and saw numbers ranging from 0 to 76 (non crits), and i was surprised to see 0 pop up as dmg...
Seagul (the droppings do more damage the farther it flies, not the longer it's it the air, the damage from the bird does not seem to change)
Chicken-Fling
Gravies
Guppies
Rainbow
Quicksand
Sunburst
Water Baloon
X Attack
It seems that damage is deteremined based on how far away you shoot, not how long the shot is in the air. Shooting straight up for a long shot won't produce a stronger shot than shooting across the map.
Something else I noticed is that the stone weapons do less damage with each bounce.