How do handgun projectiles work?

5 replies [Last post]
Sgt-Brownie's picture
Sgt-Brownie

So I've known for a long time that handguns shoot projectiles whose hitboxes will apply a second hitbox on the general area where they stopped moving (whether it be through colliding with something or reaching its maximum range), and I also know that the second hitbox is the one that actually deals the damage (which is why handgun projectiles can't break plants until they've reached their maximum range or have collided with something nearby)...

What I don't understand however is how the "maximum" range of a handgun projectile works. Take any Magnus line handgun for example; while for the most part its projectile's maximum range is usually consistent (= less range than a Blaster), I've had times where the projectile visibly went further than normal (= about as much range as a Blaster).

Now whether or not this is a simple graphical inconsistency with no direct relation to the handgun's projectile range is something I haven't properly tested myself, but if not then I'll have to ask this question: "Can the range boost be exploited on a more consistent basis?"

Bopp's picture
Bopp
to clarify

The preamble about the hit boxes seems like a red herring. You are really asking:

A. Has anyone else observed that Magnus-style shots sometimes go farther than their usual range?

B. Is there any consistent way to make this happen?

And are you asking about regular shots or charge shots? (And no, I have not observed extra range on either.)

Sgt-Brownie's picture
Sgt-Brownie
Pretty much B

Well, I said that hitbox preamble under the assumption that I wasn't entirely sure of it and that maybe I was wrong about it in some form or another.

But in any case I will say that my question is pretty much B, though the same conundrum may also apply to Alchemers as they too have a reduced range, and I was mostly talking about regular shots as I haven't seen any similar inconsistencies with charged shots, though they might just have it as well.

Bopp's picture
Bopp
hmm

As I said, I haven't seen it, but maybe later I'll haul out some Magnus-style guns and give it a shot (pun). Good luck.

Drischa's picture
Drischa

A way to test this could possibly be using an alchemer against a wall to see if some shots bounce and some don't?

I'm sure I've seen the same effect you have. It is a little confusing, I just assumed they put a slight randomiser on shot length/trajectory

Bopp's picture
Bopp
only under lag?

Does this extra range happen only under laggy conditions? If I stand in Emberlight firing alchemer regular shots at a wall, then I notice no variation in range. The same goes for Magnus-style regular shots.