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Projectiles

GeneralCombat · Networking · Ballistics
3 patcheslast touched 116mo ago▲ +2

Power trajectory

Up = buffed, down = nerfed
0+2May 26, 2016Dec 16, 2016May 26, 2016 — Devblog 112 +0 / -0 (cum 0)Jul 28, 2016 — Devblog 120 +2 / -0 (cum +2)Dec 16, 2016 — Devblog 140 +0 / -0 (cum +2)
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Patch history

  1. Dec 16, 2016·Devblog 140
    • 🎯Behaviorposition updatesPeriodic

      Added periodic position updates with server-side verification to projectiles to reduce desync and cheating.

      Server verification

    • 🐛Bug fixricochet verificationFixed

      Fixed issues where projectile ricochets were not being verified correctly by the server.

      Bugfix

  2. Jul 28, 2016·Devblog 120+2
    • 📊Numericmax damage falloffReduced

      Reduced the maximum damage falloff over distance, meaning projectiles retain more damage at long range.

    • 📊Numericfalloff distanceIncreased

      Increased the distance before damage falloff begins to occur.

    • 🐛Bug fixbreak/stick probability0Fixed

      Fixed a rare bug where projectiles would break or stick despite having a zero probability of doing so.

  3. May 26, 2016·Devblog 112
    • 🎯Behaviorline of sight protectionAdded

      Projectiles now have line-of-sight protection, preventing unrealistic hits through thin geometry.

      Added projectile line of sight protection

    • Newdesync handlingAdded

      Introduced a server convar to manage the maximum allowed client desync for projectiles.

      Added projectile_desync server convar

    • 🛠QoLserver loggingAdded

      Improved server-side logging for ignored projectiles to help diagnose networking issues.

      Added additional entity info when projectiles are ignored by the server

Projectiles balance history — Rust · PatchDiff