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Experiment: +8 falloff damage mod effect on an SMG [Screenshot compilation]

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  • 06-18-2013, 12:18 PM
    Alexri
    Experiment: +8 falloff damage mod effect on an SMG [Screenshot compilation]
    EDIT: Until Trion gets a grip, I will not contribute to the success of this game
  • 06-18-2013, 12:20 PM
    greatdividers
    that is awesome, thanks!
  • 06-18-2013, 12:25 PM
    Alexri
    Title is supposed to say falloff ofc >.< hopefully a mod can fix it, for the sake of finding it in searches
  • 06-18-2013, 12:27 PM
    K Ron Spliffs
    Ya, would be nice if the DEVs gave us some input on these kinds of things...
  • 06-18-2013, 12:27 PM
    Finish the Fight
    Well done sir and thank you.
  • 06-18-2013, 12:58 PM
    Cavadus
    So, in terms of pushing the most damage the furthest does this mean this mod would better for low damage, high rate of fire weaponry while the +damage mod would be better for high damage, low rate of fire weaponry?
  • 06-18-2013, 01:07 PM
    Notturno
    Thank you very much for this data! Sorry I have nothing to contribute, but I feel like you deserve recognition for doing this.
  • 06-18-2013, 01:16 PM
    Alexri
    Quote:

    Originally Posted by Cavadus View Post
    So, in terms of pushing the most damage the furthest does this mean this mod would better for low damage, high rate of fire weaponry while the +damage mod would be better for high damage, low rate of fire weaponry?

    It should be noted that my conclusions aren't necessarily right. These results could be explained by an actual extended range rather than extra damage at preset ranges, you'd essentially need more data to confirm- and for more weapon types. Assuming I'm right though, this would benefit low damage weapons more.
  • 06-18-2013, 01:22 PM
    Ensu
    Nice work there, Alexri. Dropped it in the sig.
  • 06-18-2013, 01:36 PM
    Alexri
    Did the same test with pistols, and it proved my initial hypothesis about damage wrong. See updated first post.
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