

Since the pricing of a fabricator differ based on weapons/rarity and the fact that computing everything would be a pain, i decided to just stick with the kits.

Note: For the first bullet, the recoil and dispersion value of some weapons have penalty magnification. So some weapons are suitable for waist shooting, some are suitable for aiming, and so on. Note: The dispersion value of bullets is different in various poses of the character. It will not hit the target point where the muzzle is facing straight. Bullets fly out from the muzzle and are randomly distributed within the angle of the dispersion value. The pressure gun can reduce the impact of recoil. The weapon does not have downward recoil, only upward recoil, so there is a saying that the gun is pressed.

If the recoil force of the weapon in the left and right directions is the same, the bullets are distributed near the central axis. Recoil: Affects the orientation angle of the weapon. The following explains the impact of recoil and dispersion value on ballistics. Weapon attributes are divided into 4 parts:ĭetailed explanation of each part of the attributeįilling area time (interrupted after this time, you don’t need to start filling again when you refill) Look at the picture: "Battlefield 1" weapons of all attributes The following is explained with "Battlefield 1". Researching the algorithm of weapon bullet trajectory in shooting games these days.
