Hmmm, generally speaking frontline mode’s main strength is less the pure damage buff, and more from the elimination of on-screen falloff.
You get +4 damage and +3 damage respectively for precision and AP across the board, currently.
When frontlining, effective range is huge (as many xenos don’t actually run within 5 tiles of you, they stick back e.g. warrior lunge, or they try to retreat). Without it enabled, you would deal 20 damage precision and 14 damage AP at screen-range. With frontline mode enabled, it’s 34 damage precision and 23 damage AP at screen range.
M56B SG DPS [no frontline mode]
150 (@<=5m) 125 (@6m) 100 (@7m) (Precision)
100 (@<=5m) 80 (@6m) 60 (@7m) (AP)
M56B SG DPS [frontline mode]
170 (Precision)
115 (AP)
MK2 DPS
176 (Normal)
132 (AP)
Dealing full damage at the outer edges of your screen is pretty strong, especially since you have NVGs- It’s where most xenos tend to paincrit, so you’ll be the one finishing them off.
So yeah, you won’t actually feel THAT much stronger when shooting within 5 tiles- But you’ll absolutely feel it when the xenos start running, and you start chasing. SG works best when played somewhat aggressively (but not suicidally so).
As you can see from the figure, buffing precision damage is out of the question- It’s already basically as strong as a MK2 there (but has no armour-penetration, whereas MK2 has 5 AP- Thus making precision mode a very niche thing you use solely on drones, carriers, trappers, hiveys & runners, none of whom are specialised combat castes.)
Buffing AP is similarly probably not gonna happen. AP is the ammo mode you use 80% of the time, hence the AP damage value is the most impactful.
SG must be weaker than a MK2 damage-wise because SGs have better situational awareness (NVGs), so I think the current AP damage is ideal.