Your right, but it is effectively the same thing. Shooting at range 0-1 with a 2 shift is essentially the same as firing at range 3-4. I forgot about the last bracket since no one but the AI fires that far away anyway. Those numbers would indicate a tollerance up to a 3 shift, which could still be achieved on a roll of 2 at range 23-40, but a 4 shift should be an automatic miss.
Think about Range-13 Proximity Photons...
If a +1 shift is supposed to put them off the chart, they become useless for players, not just the AI. I have intentionally fired Range-13+ Proximities into a +1 shift on occasion. I don't think they should automatically miss.
A more serious issue with SFC is that overloaded weapons will
always miss if the effective range is greater than 8.99. I hope I can adjust that feature someday. Damage for direct-fire weapons could use true range. In the meantime, the z-key ought to do nothing if your maximum damage is zero, for, let's say, an OL Photon fired at a cloaked target at a range of 2.2.
2.2 * 2 + 5 = 9.4
At 9.4, the OL Photon chart is fully loaded with zeroes. There aren't any 16's in there.
Edit: I placed 7's in the first three rows of the Overloaded Photon chart for Range 9-12. Naturally, I could not fire them at range 9-12 in ordinary combat. All seems well. However, when my effective range was 9-12, those 7's were used. So my attacks on a cloaked vessel at range 2.2 were 50% accurate and did 7 damage. (My choice of 7 was arbitrary for testing purposes.)
This
probably applies if your scanners are sufficiently damaged. I need to make scanner damage visible to the player as an on-screen number. So if your scanners show "0" (in green), everything's okay. If they show "1" (in red), you need to get to range 14.9 instead of 15.9 for the Disruptor's sweet bracket. If they show "3", you'd need to get to range 12.9.