The closer your target is, the more damage you deal
So what's the range scaling on the BB's?
Does the damage drop significatly if you are say - 10 meters instead of 8? Or 12? How does it work?
The closer your target is, the more damage you deal
So what's the range scaling on the BB's?
Does the damage drop significatly if you are say - 10 meters instead of 8? Or 12? How does it work?
It's probably nigh impossible to test, given how hard it is to measure distances in this game. Your best bet is someone who can take a look at the code itself, and hoping it actually does what it's supposed to do.
Most likely options, in my opinion, are that it's either linear in damage loss, or squared. It's less likely that it's cubic, and I don't see any reason why it should have different, weird, behaviours.
It's probably nigh impossible to test, given how hard it is to measure distances in this game. Your best bet is someone who can take a look at the code itself, and hoping it actually does what it's supposed to do.
Most likely options, in my opinion, are that it's either linear in damage loss, or squared. It's less likely that it's cubic, and I don't see any reason why it should have different, weird, behaviours.
Yeah. But it's strange there's no information about this, even though all kinds of weird stuff has been extracted from the code ![]()
Yeah. But it's strange there's no information about this, even though all kinds of weird stuff has been extracted from the code
Probably because of all the variables at work. Especially if elevation and cover factor in (and as small as the maps are, they usually do).
I just treat them as a shotgun. Get as close as you can, but at the very least, any hit causes stumble, so, mission accomplished.
I just treat them as a shotgun. Get as close as you can, but at the very least, any hit causes stumble, so, mission accomplished.
Yeah, but with shotguns you get clear pellet count and spread. With BB's you get nothing.
It's probably nigh impossible to test, given how hard it is to measure distances in this game.
I once asked one of the devs to confirm a distance in the game so I could determine AF radius as we see it. He had to check with the level designer but the stairwell width going into the reactor itself was stated as roughly four meters. The only other way I've seen is to use a sniper rifle that spits out distances when zoomed. Even then I would imagine that all the maps have slight variances in scaling to evoke a feeling of size.
I once asked one of the devs to confirm a distance in the game so I could determine AF radius as we see it. He had to check with the level designer but the stairwell width going into the reactor itself was stated as roughly four meters. The only other way I've seen is to use a sniper rifle that spits out distances when zoomed. Even then I would imagine that all the maps have slight variances in scaling to evoke a feeling of size.
4m would be more than 2 times the length of one of the human kits if it was bleeding out on the floor. Doesn't look that wide to me...
I once asked one of the devs to confirm a distance in the game so I could determine AF radius as we see it. He had to check with the level designer but the stairwell width going into the reactor itself was stated as roughly four meters.
4m would be more than 2 times the length of one of the human kits if it was bleeding out on the floor. Doesn't look that wide to me...
That sounds more like the width of the stairs leading from the LZ/EZ down to the reactor.
I don't care how much damage it does, as long as it staggers them into headshots/falcon punches/explodes afterwards
That sounds more like the width of the stairs leading from the LZ/EZ down to the reactor.
Exactly.
Isn't the distance dmg scaling really just how many blades hit? As isn't the minimum cone radius 90 degrees? If so, then yes. It's all about how many blades hit.
Isn't the distance dmg scaling really just how many blades hit? As isn't the minimum cone radius 90 degrees? If so, then yes. It's all about how many blades hit.
How many blades does it fire though? Because the target cap 3.
As long as I spec explosive blades and can stagger enemies twice, I don't care about the damage.
But yeah, the actually scaling calculation would be good to know.
As long as I spec explosive blades and can stagger enemies twice, I don't care about the damage.
But yeah, the actually scaling calculation would be good to know.
To be fair, I don't really care about the damage either. What I'm interested it is if they really do have a range scaling mechanic in the first place, because it seems strange to me to have only 1 power that uses this mechanic. And if they do have this, why was it not used for weapons and other powers? Like for example Throw - it could be super strong up close, but weaken as it travels. Or shotgun pellets: blows heads up close, but lose damage at extreme range.
I think Cabal's Nightshade Blades uses the same scaling mechanic as BB, too, cuz the two powers have much in common, I could be wrong though.
To be fair, I don't really care about the damage either. What I'm interested it is if they really do have a range scaling mechanic in the first place, because it seems strange to me to have only 1 power that uses this mechanic. And if they do have this, why was it not used for weapons and other powers? Like for example Throw - it could be super strong up close, but weaken as it travels. Or shotgun pellets: blows heads up close, but lose damage at extreme range.
Nighshade Blades uses the same mechanic. It's a good idea to extend the mechanic to weapons and other powers but it might impose a huge strain on the game engine, especially when you have high ROF weapons.
4m would be more than 2 times the length of one of the human kits if it was bleeding out on the floor. Doesn't look that wide to me...
What it looks like and what the actual level designer says are two different things. That was the answer given to me and I'm not about to call the guys that made the game liars.
What it looks like and what the actual level designer says are two different things. That was the answer given to me and I'm not about to call the guys that made the game liars.
Well, I guess it works out if the human kits are all 2.50m tall. ![]()
What it looks like and what the actual level designer says are two different things. That was the answer given to me and I'm not about to call the guys that made the game liars.
I am.
Liars.
I believe this has relevance to a trend in the thread.

So the formula for this is:
DamageDealt = Damage * DistanceProportion * InstantDamagePercentage
The InstantDamagePercentage is always 0.8, and the damage is the damage listed in the abilities tooltip. The formula used for DistanceProportion is:
1.0 - DistanceToTarget / ImpactRadius
In other words: The damage scaling is a percentage based on the maximum distance of the ability and is a linear scale. If you were at the exact maximum distance it would theoretically do 0 damage on impact.
The remaining bleed damage is not affected by distance.
The Cabal's Nightshade Blades use the same distance scaling, just without the instant impact damage.