I haven't seen anything clarifying the real mechanics behind aim error. I had been messing around with the Viper and didn't really make any progress. I think part of the issue for me was that there is some base SR scoped accuracy that is hard coded and not amenable to easy change. Essentially whatever I did might make the scope bounc around more, but miraculously the shots nearly always went to the original point of aim. I could make the unscoped shots have more recoil, but that wasn't what I was trying to do and I did not mess with that too much.EvanKester wrote...
Thanks, that's really helpful and explains recoil fade, but I'm still curious about the details of aim error—IE, the bullet's tendency to stray from where the crosshairs are pointed.
I'm not quite sure how min and max aim errors, factor, nor the aim penalties and interp speeds. I can make an educated guesses, but some of it seems a touch strange. Most of all, I'm unsure what's going on with the growing and shrinking crosshairs. The Saber, again, has fairly normal values in both, but its crosshairs take longer than normal to shrink after firing.
The other thing is that without really knowing what the scales mean, it is hard for me to get a good idea of what should do what without simply going through a bunch of iterations of changes, which I got tired of doing.
Would also like clarification of damage loss after cover penetration for the weapons with native cover. Supposedly a flat value subtracted per dev posts. What is it? How does the stacking actually interact with respect to Piercing mods? I see a lot of odd posts saying conflicting things, but the only thing I trust was the dev post that said "a flat amount of damage is subtracted" when a Widow, Black Widow, or Javelin shoots through cover, and that the distances stact with Piercing mods and AP ammo. Not all that much in the way of an explanation in how the cover damage loss gets calculated.
Modifié par capn233, 03 juillet 2012 - 11:21 .





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