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No worries. I'm making some changes now, will post some updated scripts soon. Should be more in line with the vanilla gameplay.
I can test any script you want! It would be my pleasure to help you
Yeah looks like it was either not intuitive or I had the logic backwards on the range falloff. Did some tests inspired by you:
vanilla ak-47
shots to kill charger point blank: 10
" " white square: 11
" " jukebox: 12
custom ak
rm: 0.300
shots to kill charger point blank: 7
" " white square: 37
" " jukebox: 125
custom ak
rm: 0.700
shots to kill charger point blank: 7
" " white square: 11
" " jukebox: 16
Looks like I have to adjust every single one of my scripts LOL!!! Alright. Here goes.
I'll have to go ahead and make the changes soon then. Maybe you could test a few other weapons for me.
I use chargers for testing as they are the healthiest Special Infected without them being a boss type
And I wish you a lot of luck with that, but I noticed the trouble with this one due to it being a sniper, and I normally using them from as far as possible
Roger that. I think the logic of the fallof range damage multiplier is inverted... which means every single script I've done... has to be edited. Supposing this is accurate.
I also use Tumtara for testing mods, how do you get it on Expert difficult I've never bothered to check...
That feels way better
And yeah, default weapons on expert are quite useless for most situations, unless they are Tier 3, so that's where I get most of my experience from
I try the weapons in tumtara, and that's how I saw the massive falloff
Please try it now and let me know your results whether they are better or worse.
There is supposed to be some falloff, but the documentation isn't very clear. So perhaps you can be my guinea pig and test for me. I'm going to invert the stat and you report back ok? This will help.
Also, kudos for playing on Expert LOL
Point blank, chargers in Expert take 2 bullets to kill, whereas in longer ranges, it takes about 7 bullets to put them down