The Complete Guide to Weapon Mechanics
Saccho
Posts: 1,577Player
http://steamcommunity.com/sharedfiles/filedetails/?id=471503388
It's ... thorough.
If you catch any errors, let me know. A lot of this will need revision with the final release, so some sections go into more depth than others.
It's ... thorough.
If you catch any errors, let me know. A lot of this will need revision with the final release, so some sections go into more depth than others.
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Mine is outdated, time for a new one.
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Hopefully it also shows some of the challenge in writing good patch notes. It's easier to say "recoil went up" than "this one term in a big complicated equation was changed, sometimes it'll matter, sometimes it probably won't."
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(The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)
Are there any remaining surfaces that can only be penetrated by the M14 and M24? I think at one point the metal half-walls like on Three Kings could be, but I think those surfaces were made tougher.
That sounds very strange, why would they do that? Quite redundant.
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west desk was/is a glitch for sure.. cos the desk is the same as in lobby, and you cant shoot through lobby desk (except the small wooden part on top)
Also the Lobby desk wall (towards dark room) is not wood but still m14 and m24 penetrate it easily. I wonder if this was really intended.
I heard the lobby desk wall was fixed as well as the darkroom walls. Never tested it though.
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