Hi everyone,
Now that you've all had a chance to test the A and B variants, here's the list of exactly what's changed. I'll list simple stat changes first, then the exact mechanical changes to the HVR and the Shotguns last (since that's a bit longer form). I'll go into the Showstopper in a different thread.
Please don't use this thread for feedback, instead use the threads CookiePuss has created here:
and here,
These changes are not meant to be final in any shape or form. In
It varies per weapon. A lot of our weapons don't use effective range curves at all, and these just lerp between the minimum and maximum percentages over the distance. Weapons with effective range curves aren't calculated with a formula, but instead use Unreal's curve system to physically draw points on a graph. We define an X/Y point and a tangent, and Unreal stitches them together to make a curve.
For the most part we use flat tangents (they're normalised, so we don't specify any weighting), s