Damage is calculated by the following function:
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In the case of a rifle headshot, self.damage[value] is 180, and distance_3d_vector(position1, position2) is <= 127.5. def get_damage(self, value, position1, position2):
falloff = 1 - ((distance_3d_vector(position1, position2)**1.5)*0.0004)
return math.ceil(self.damage[value] * falloff)
The worst-case value for falloff is 0.42412892067755303, leaving a worst-case for headshot damage at 77.
I feel this is completely unnecessary. But we have the power to change this, and it's very easy.
All we need to do is set the headshot damage to 250, which will result in a minimum damage of 107, meaning that all headshots from the rifle are one-hit kills.
I have this set up in my fork (OK, I use 1800 damage, but you merely have to guarantee all damage is >= 100). This is the only thing from my understanding that's stopping Korakoff from wanting to touch 0.76. While I don't have a very strong opinion on this, I do feel that suddenly not guaranteeing that a righteously-earnt headshot is a 1-hit kill is stupid, and a completely unnecessary change (seeing as earlier versions of 0.76 used 200 for the headshot damage value, I feel this was a deliberate and quite frankly blasphemous nerf).
Who's with me on this one?










