(Added links to the three weapons with Ricochet OCs) Tag: Visual edit |
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− | |"Bulldog" Heavy Revolver |
+ | |[["Bulldog" Heavy Revolver]] |
|Magic Bullets |
|Magic Bullets |
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− | |Terrain<sup><small>1</small></sup> |
+ | |Enemy Weakpoint, Terrain<sup><small>1</small></sup> |
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− | <small>1. Note: |
+ | <small>1. Note: Due to the in-game description of Magic Bullets, its ability to Ricochet off of Enemy Weakpoints is presumed to be unintentional behavior (a bug).</small> |
== Interaction with Blowthrough Upgrades == |
== Interaction with Blowthrough Upgrades == |
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− | For weapons like Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic. |
+ | For weapons like the Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic. |
The key to understanding how these two mechanics interact is recognizing that a successful Ricochet ''spawns a new Hitscan path'' from where the Ricochet was activated. Although the tracer will visually follow the Ricochet's secondary path, the original Hitscan path continues along its original trajectory. This means that if a bullet with both Blowthrough and Ricochet were to hit an enemy, it would continue straight through the enemy regardless of Ricochet succeeding or failing on that enemy. If Ricochet were to succeed, it would divert the visual tracer but the original path would invisibly continue into another enemy or terrain behind the first enemy. |
The key to understanding how these two mechanics interact is recognizing that a successful Ricochet ''spawns a new Hitscan path'' from where the Ricochet was activated. Although the tracer will visually follow the Ricochet's secondary path, the original Hitscan path continues along its original trajectory. This means that if a bullet with both Blowthrough and Ricochet were to hit an enemy, it would continue straight through the enemy regardless of Ricochet succeeding or failing on that enemy. If Ricochet were to succeed, it would divert the visual tracer but the original path would invisibly continue into another enemy or terrain behind the first enemy. |
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== Creatures Ignored by Ricochet == |
== Creatures Ignored by Ricochet == |
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− | Every creature listed as a [[Creatures#Passive Creatures|Passive Creature]] except for Huuli Hoarders |
+ | Every creature listed as a [[Creatures#Passive Creatures|Passive Creature]] except for Huuli Hoarders is ignored by the Ricochet search. On the other hand, all Hostile enemies should be valid Ricochet targets. |
[Needs confirmation] |
[Needs confirmation] |
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* Float HitscanBaseComponent.RicochetChance [0, 1] |
* Float HitscanBaseComponent.RicochetChance [0, 1] |
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* Float HitscanBaseComponent.RicochetMaxRange |
* Float HitscanBaseComponent.RicochetMaxRange |
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− | * Boolean HitscanBaseComponent.RicochetOnWeakspotOnly |
+ | * Boolean HitscanBaseComponent.RicochetOnWeakspotOnly |
* Enum HitscanBaseComponent.RicochetBehavior {PawnsOnly, NotPawns, All} |
* Enum HitscanBaseComponent.RicochetBehavior {PawnsOnly, NotPawns, All} |
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+ | {{Mechanics nav}} |
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+ | [[es:Rebote]] |
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+ | [[Category:Mechanics]] |
Revision as of 23:34, 6 June 2021
A few of the Hitscan Weapons in DRG have Overclocks that let their bullets ricochet into nearby enemies. This page will provide a brief, detailed overview of how the Ricochet mechanic works.
How it Works
As the Hitscan bullet's path gets traced through the game's world, the game will check if any of the objects it intersects can activate the Ricochet. There are three main activation categories for Ricochet:
- Hitting an enemy's Weakpoint
- Hitting an enemy anywhere
- Impacting Terrain
If the Hitscan path intersects an object that is in one of the equipped Overclock's activation categories, it then rolls RNG to determine if the Ricochet will occur or not. If it succeeds, it will then search for a hostile enemy within a short range and send a new, secondary hitscan path towards that enemy's center-of-mass. The visual tracer will follow the Ricochet path. No matter how many times a Hitscan bullet has an opportunity to Ricochet, it can only happen once. After the first successful Ricochet, any subsequent opportunities for another Ricochet will be ignored by the game.
Weapon Overclocks that Provide Ricochet
Disclaimer: these values were last updated on Update 34, Hotfix 5.
Weapon | Overclock | Ricochet Type(s) | Ricochet Probability | Ricochet Search Range |
---|---|---|---|---|
Subata 120 | Chain Hit | Enemy Weakpoint | 75% | 10m |
"Lead Storm" Powered Minigun | Bullet Hell | Enemy Weakpoint, Enemy (anywhere), and Terrain | 75% | 6m |
"Bulldog" Heavy Revolver | Chain Hit | Enemy Weakpoint | 75% | 5m |
"Bulldog" Heavy Revolver | Magic Bullets | Enemy Weakpoint, Terrain1 | 100% | 5m |
1. Note: Due to the in-game description of Magic Bullets, its ability to Ricochet off of Enemy Weakpoints is presumed to be unintentional behavior (a bug).
Interaction with Blowthrough Upgrades
For weapons like the Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic.
The key to understanding how these two mechanics interact is recognizing that a successful Ricochet spawns a new Hitscan path from where the Ricochet was activated. Although the tracer will visually follow the Ricochet's secondary path, the original Hitscan path continues along its original trajectory. This means that if a bullet with both Blowthrough and Ricochet were to hit an enemy, it would continue straight through the enemy regardless of Ricochet succeeding or failing on that enemy. If Ricochet were to succeed, it would divert the visual tracer but the original path would invisibly continue into another enemy or terrain behind the first enemy.
Creatures Ignored by Ricochet
Every creature listed as a Passive Creature except for Huuli Hoarders is ignored by the Ricochet search. On the other hand, all Hostile enemies should be valid Ricochet targets.
[Needs confirmation]
Internal Variables
- Float HitscanBaseComponent.RicochetChance [0, 1]
- Float HitscanBaseComponent.RicochetMaxRange
- Boolean HitscanBaseComponent.RicochetOnWeakspotOnly
- Enum HitscanBaseComponent.RicochetBehavior {PawnsOnly, NotPawns, All}
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