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Projectile damage falloff

Projectile direct damage depends on impact speed. Drag removes speed, while gravity and launch angle can slow or accelerate the shot.

Speed versus damage

This fixed graph shows the direct damage multiplier at each percentage of reference projectile speed. For weapon-specific damage over distance, use the trajectory simulator below.

Retained projectile speed versus direct damage At 100% reference speed, direct damage is 100%. At 50% speed it is 43.75%. At zero speed it approaches 25%. 100% 75% 50% 25% 0% 0% 25% 50% 75% 100%
Vertical: direct damage retained Horizontal: impact speed / reference speed (100% → 0%)

Percentages are before target durability, armour and final whole-number handling. Projectile speed can exceed its reference speed, producing more than 100% direct damage.

Speed loss

The AR-23 Liberator example uses 90 normal direct damage per shot against a 0%-durability hit zone, before armour and final whole-number handling.

Impact speed vs reference Damage multiplier AR-23 Liberator (90 damage)
105% 107.69% 96.92
100% 100.00% 90.00
99% 98.51% 88.66
95% 92.69% 83.42
90% 85.75% 77.17
80% 73.00% 65.70
50% 43.75% 39.38
Code confirmed

Even a small speed loss can matter.

A Liberator shot with 90 normal direct damage deals about 88.66 at 99% speed, before armour and final whole-number handling.

Falloff formula and Liberator direct damage supported by analyzed data Controlled Liberator speed-to-damage test pending

Damage effects

Mechanic Affected / related? Practical effect
Distance Indirect Horizontal range is not a direct damage input. Drag, gravity, and launch direction change speed throughout flight.
Gravity and launch angle Indirect Climbing against gravity lowers speed; falling can restore speed and direct damage. Drag continues to remove speed.
Armor penetration No Slower projectiles lose direct damage. AP stays the same.
Target durability Yes Normal and durable damage are still blended for the hit zone.
Passing through a target Yes Pass-through can reduce velocity, lowering damage on a later hit.
Explosions Separate Blast damage uses its own distance-falloff rules.

Direct-hit falloff and explosion falloff are separate. A weapon can use both, but each part of the hit follows its own rules.

Drag and calibre

Code confirmed

Bigger calibre and more drag lose speed faster; more mass helps retain it.

For similar projectiles, drag loss scales roughly with calibre² × drag ÷ mass.

Calibre affects frontal area and therefore drag. Gravity also changes projectile speed: shooting upward slows the projectile, while a falling projectile can regain speed and direct damage. The damage formula uses the resulting velocity magnitude, not launch angle or distance directly.

Weapon presets have been refreshed using available extracted values, including direct armour penetration. The flight and damage-falloff mechanics have not been reverified against the latest game executable.

Trajectory simulator

Choose a projectile, adjust its flight, and inspect direct damage at a selected distance.

Direct projectile; explosions and special effects are separate.

Projectile

Launch

Uses the shallowest arc that returns to launch height at the selected distance, clearing level ground.
Uses the current launch height.

Damage and hit zone

The damage readout still uses the selected hit-zone durability.

AP 2 matches armour level 2 (65% damage).

Retained speed N/A N/A
Damage multiplier N/A from speed
Full direct damage N/A 100% penetration · per projectile
Matching armour (65%) N/A At matching AP / armour
Flight time N/A to selected point
Ground hit N/A N/A

Flight path

Height is stretched so drop is easy to see.

Path Ground Selected point

The selected point is shown while the projectile is airborne.

Direct damage over distance

Damage at each horizontal distance along the simulated flight, before whole-number handling.

Full damage Matching armour (65%) Selected distance

Only the portion of flight before ground impact is shown.

Hover over the graph to inspect horizontal distance, damage, speed and flight time.

What calibre, mass, and drag change
Calibre Larger calibre creates more drag area. The effect scales with calibre squared.
Mass More mass helps the projectile retain speed.
Drag Higher drag loses speed faster. 100% means factor 1; 0% removes aerodynamic drag.

Drag and gravity are displayed as percentages of their underlying factors (10% = 0.1, 100% = 1). Gravity changes speed as well as the trajectory: upward shots slow against gravity, while descending shots can accelerate again. Direct damage is based on the resulting speed, not range or angle directly. Auto-zero assumes the target is at launch height on level ground and chooses the shallowest valid arc; it does not make the bullet travel in a straight line. This idealized flight model uses gravity and drag terms verified in an earlier build; it does not model projectile lifetime, inherited velocity, penetration slowdown, or special projectile movement. Long returning arcs may therefore be hypothetical.

Preset values 109 projectile profiles

109 released projectile presets are included. Distinct ammo and charge-state projectiles are separate. Guided, powered, steering, beam, arc, spray, melee, and other projectiles that do not follow this drag-and-gravity model are omitted.

Preset Calibre Speed Mass Drag Gravity Direct AP
PLAS-39 Accelerator Rifle Direct projectile; explosions and special effects are separate. 20 mm 1000 m/s 25 g 10% 50% 3
BR-14 Adjudicator Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 3
RL-77 Airburst Rocket Launcher Direct projectile; explosions and special effects are separate. 85 mm 250 m/s 3300 g 30% 100% 3
R-2 Amendment Direct projectile; explosions and special effects are separate. 8 mm 850 m/s 20 g 30% 100% 2
APW-1 Anti-Materiel Rifle Direct projectile; explosions and special effects are separate. 12.5 mm 880 m/s 52 g 30% 100% 4
E/AT-12 Anti-Tank Emplacement Direct projectile; explosions and special effects are separate. 75 mm 625 m/s 6500 g 75% 100% 6
AMW-20 Apex Direct projectile; explosions and special effects are separate. 20 mm 1500 m/s 70 g 10% 35% 5
AR-11 Arbitrator: rifle Direct rifle projectile. 8 mm 920 m/s 11 g 30% 100% 2
AR-11 Arbitrator: underbarrel shotgun Per pellet; 9 pellets per shot. 8 mm 385 m/s 6 g 50% 100% —
MA5C Assault Rifle Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 3
StA-52 Assault Rifle Direct projectile; explosions and special effects are separate. 5.5 mm 900 m/s 4.5 g 30% 100% 2
A/AC-8 Autocannon Sentry Direct projectile; explosions and special effects are separate. 40 mm 1021 m/s 900 g 30% 100% 5
AC-8 Autocannon: APHET APHET projectile; explosion is separate. 20 mm 820 m/s 120 g 30% 100% 4
AC-8 Autocannon: Flak carrier Programmable Flak carrier projectile; spawned flak/shrapnel is separate. 40 mm 820 m/s 130 g 30% 100% 2
B/MD C4 Pack No direct projectile damage; trajectory only. Explosion/effect damage is separate. 1 mm 500 m/s 11 g 30% 100% N/A
GL-28 Belt-Fed Grenade Launcher No direct projectile damage; explosion damage is separate. 40 mm 100 m/s 50 g 120% 100% 4
Bolt Pistol Direct projectile; explosions and special effects are separate. 15 mm 350 m/s 100 g 0% 30% 4
P-34 Breacher Direct projectile; explosions and special effects are separate. 1 mm 150 m/s 10 g 200% 100% 4
SG-88 Break-Action Shotgun Direct projectile; explosions and special effects are separate. 8 mm 385 m/s 6 g 50% 100% 2
SG-225 Breaker Direct projectile; explosions and special effects are separate. 8 mm 360 m/s 4 g 50% 100% 2
SG-225IE Breaker Incendiary Direct projectile; explosions and special effects are separate. 8 mm 120 m/s 2 g 80% 100% 2
SG-225SP Breaker Spray&Pray Direct projectile; explosions and special effects are separate. 3 mm 250 m/s 1 g 50% 100% 2
MGX-42 Bullet Storm Direct projectile; explosions and special effects are separate. 9 mm 450 m/s 4.5 g 60% 100% 2
SG-22 Bushwhacker Direct projectile; explosions and special effects are separate. 8 mm 385 m/s 6 g 50% 100% 2
R-72 Censor Direct projectile; explosions and special effects are separate. 8 mm 330 m/s 20 g 30% 100% 2
R-2124 Constitution Direct projectile; explosions and special effects are separate. 8 mm 850 m/s 20 g 30% 100% 3
SG-451 Cookout Direct projectile; explosions and special effects are separate. 8 mm 120 m/s 2 g 80% 100% 2
AR-2 Coyote Direct projectile; explosions and special effects are separate. 7 mm 650 m/s 8 g 30% 100% 3
GL-52 De-Escalator Direct projectile; explosions and special effects are separate. 40 mm 100 m/s 50 g 120% 100% 0
R-6 Deadeye Direct projectile; explosions and special effects are separate. 8 mm 850 m/s 20 g 30% 100% 3
SMG-37 Defender Direct projectile; explosions and special effects are separate. 12 mm 285 m/s 15 g 120% 100% 2
R-63 Diligence Direct projectile; explosions and special effects are separate. 9 mm 850 m/s 20 g 30% 100% 2
R-63CS Diligence Counter Sniper Direct projectile; explosions and special effects are separate. 9 mm 940 m/s 20 g 30% 100% 3
JAR-5 Dominator Direct projectile; explosions and special effects are separate. 15 mm 180 m/s 100 g 0% 30% 3
DBS-2 Double Freedom Direct projectile; explosions and special effects are separate. 8 mm 385 m/s 6 g 50% 100% 3
LAS-17 Double-Edge Sickle Direct projectile; explosions and special effects are separate. 10 mm 1300 m/s 12 g 0% 0% 2
A/M-23 EMS Mortar Sentry Direct projectile; explosions and special effects are separate. 360 mm 100 m/s 70000 g 25% 600% 0
PLAS-45 Epoch Direct projectile; explosions and special effects are separate. 20 mm 250 m/s 100 g 10% 200% 4
R-36 Eruptor Direct projectile; explosions and special effects are separate. 15 mm 180 m/s 100 g 0% 30% 4
GL-15 Evictor Direct projectile; explosions and special effects are separate. 40 mm 100 m/s 50 g 120% 100% 3
EAT-17 Expendable Anti-Tank Direct projectile; explosions and special effects are separate. 75 mm 200 m/s 2500 g 0% 100% 6
EAT-700 Expendable Napalm Direct projectile; explosions and special effects are separate. 75 mm 200 m/s 2500 g 0% 100% 3
CB-9 Exploding Crossbow Direct projectile; explosions and special effects are separate. 15 mm 100 m/s 100 g 100% 50% 3
SMG-203 Gallant Direct projectile; explosions and special effects are separate. 9 mm 450 m/s 7 g 120% 100% 3
A/GM-17 Gas Mortar Sentry Direct projectile; explosions and special effects are separate. 360 mm 100 m/s 70000 g 25% 600% 0
A/G-16 Gatling Sentry Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 3
GL-21 Grenade Launcher Direct projectile; explosions and special effects are separate. 40 mm 100 m/s 50 g 120% 100% 0
GP-31 Grenade Pistol Direct projectile; explosions and special effects are separate. 40 mm 100 m/s 50 g 120% 100% 3
E/GL-21 Grenadier Battlement Direct projectile; explosions and special effects are separate. 40 mm 100 m/s 50 g 120% 100% 0
SG-20 Halt: flechette Flechette projectile. 8 mm 385 m/s 6 g 30% 100% 3
SG-20 Halt: stun Stun ammunition projectile. 5.5 mm 800 m/s 4.5 g 30% 100% 2
MG-206 Heavy Machine Gun Direct projectile; explosions and special effects are separate. 12.5 mm 980 m/s 52 g 30% 100% 4
E/MG-101 HMG Emplacement Direct projectile; explosions and special effects are separate. 12.5 mm 880 m/s 52 g 30% 100% 4
R/40-K Hot-shot Marksman Rifle Direct projectile; explosions and special effects are separate. 10 mm 500 m/s 10 g 0% 0% 3
R-4 Hyena Direct projectile; explosions and special effects are separate. 9 mm 950 m/s 20 g 30% 100% 3
MP-98 Knight Direct projectile; explosions and special effects are separate. 9 mm 375 m/s 7 g 120% 100% 2
EAT-411 Leveller Direct projectile; explosions and special effects are separate. 80 mm 50 m/s 500 g 50% 100% 6
AR-23 Liberator Direct projectile; explosions and special effects are separate. 5.5 mm 900 m/s 4.5 g 30% 100% 2
AR-23A Liberator Carbine Direct projectile; explosions and special effects are separate. 5.5 mm 900 m/s 4.5 g 30% 100% 2
AR-23C Liberator Concussive Direct projectile; explosions and special effects are separate. 5.5 mm 800 m/s 4.5 g 30% 100% 2
AR-23P Liberator Penetrator Direct projectile; explosions and special effects are separate. 5.5 mm 1000 m/s 4.5 g 30% 100% 3
PLAS-15 Loyalist: charge threshold P2 projectile at the 0.62× charge threshold. Effective AP depends on the charge penetration multiplier. 20 mm 350 m/s 25 g 150% 100% —
PLAS-15 Loyalist: full charge P2 projectile at the 1.0× maximum charge multiplier; explosion is separate. 20 mm 350 m/s 25 g 150% 100% 3
PLAS-15 Loyalist: minimum charge P1 projectile after its 0.5× minimum damage multiplier. Effective AP also scales with charge. 20 mm 550 m/s 25 g 150% 100% —
MG-43 Machine Gun Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 3
A/MG-43 Machine Gun Sentry Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 3
M-1000 Maxigun Direct projectile; explosions and special effects are separate. 8 mm 920 m/s 11 g 30% 100% 3
P-44 Mist Direct projectile; explosions and special effects are separate. 9 mm 375 m/s 7 g 120% 100% 2
A/M-12 Mortar Sentry Direct projectile; explosions and special effects are separate. 360 mm 100 m/s 70000 g 25% 600% 0
LAS-44 Nova Direct projectile; explosions and special effects are separate. 10 mm 1500 m/s 8 g 0% 0% 5
AR/GL-21 One-Two: rifle Direct rifle projectile. 8 mm 920 m/s 11 g 30% 100% 2
AR/GL-21 One-Two: underbarrel grenade Direct grenade projectile; explosion damage is separate. 40 mm 100 m/s 50 g 120% 100% 3
AR-32 Pacifier Direct projectile; explosions and special effects are separate. 5.5 mm 900 m/s 4.5 g 30% 100% 3
P-2 Peacemaker Direct projectile. 9 mm 320 m/s 7 g 120% 100% 2
M6C/SOCOM Pistol Direct projectile; explosions and special effects are separate. 12 mm 285 m/s 15 g 120% 100% 2
SMG-72 Pummeler Direct projectile; explosions and special effects are separate. 12 mm 210 m/s 15 g 120% 100% 2
SG-8 Punisher Direct projectile; explosions and special effects are separate. 8 mm 385 m/s 6 g 50% 100% 2
SG-8P Punisher Plasma No direct projectile damage; explosion damage is separate. 20 mm 90 m/s 100 g 400% 300% 2
PLAS-101 Purifier: full charge Full-charge projectile after its 1.0× charge multiplier; explosion is separate. 20 mm 550 m/s 25 g 150% 100% 3
PLAS-101 Purifier: minimum charge Minimum-charge projectile after its 0.5× charge multiplier; explosion is separate. 20 mm 350 m/s 25 g 150% 100% 3
LAS-99 Quasar Cannon Direct projectile; explosions and special effects are separate. 10 mm 1300 m/s 12 g 0% 0% 6
RS-422 Railgun Direct projectile; explosions and special effects are separate. 10 mm 2000 m/s 50 g 30% 100% 5
P-35 Re-Educator Direct projectile; explosions and special effects are separate. 1 mm 150 m/s 10 g 200% 100% 4
GR-8 Recoilless Rifle: HE HE projectile; explosion damage is separate. 85 mm 250 m/s 3300 g 30% 100% 5
GR-8 Recoilless Rifle: HEAT HEAT projectile; explosion is separate. 85 mm 250 m/s 3300 g 30% 100% 6
P-19 Redeemer Direct projectile. 9 mm 375 m/s 7 g 120% 100% 2
SMG-32 Reprimand Direct projectile; explosions and special effects are separate. 12 mm 285 m/s 15 g 120% 100% 3
A/MLS-4X Rocket Sentry Direct projectile; explosions and special effects are separate. 70 mm 100 m/s 6000 g 0% 10% 5
LAS-12 Sai Direct projectile; explosions and special effects are separate. 10 mm 100 m/s 12 g 0% 0% 3
PLAS-1 Scorcher Direct projectile; explosions and special effects are separate. 20 mm 550 m/s 25 g 150% 50% 2
P-4 Senator Direct projectile; explosions and special effects are separate. 12 mm 550 m/s 15 g 120% 100% 4
M90A Shotgun Direct projectile; explosions and special effects are separate. 8 mm 385 m/s 6 g 50% 100% 2
LAS-16 Sickle Direct projectile; explosions and special effects are separate. 10 mm 1300 m/s 12 g 0% 0% 2
R-40 Sightliner Direct projectile; explosions and special effects are separate. 8 mm 950 m/s 11 g 20% 100% 4
SG-8S Slugger Direct projectile; explosions and special effects are separate. 18 mm 390 m/s 50 g 200% 100% 3
M7S SMG Direct projectile; explosions and special effects are separate. 9 mm 320 m/s 7 g 120% 100% 2
StA-11 SMG Direct projectile; explosions and special effects are separate. 9 mm 320 m/s 7 g 120% 100% 2
S-11 Speargun Direct projectile; explosions and special effects are separate. 10 mm 300 m/s 100 g 400% 100% 5
M-105 Stalwart Direct projectile; explosions and special effects are separate. 5.5 mm 900 m/s 4.5 g 30% 100% 2
Stim Pistol No direct projectile damage; trajectory only. Explosion/effect damage is separate. 1 mm 300 m/s 1 g 10% 100% N/A
SMG/FLAM-34 Stoker Direct projectile; explosions and special effects are separate. 12 mm 285 m/s 15 g 120% 100% 2
AR-59 Suppressor Direct projectile; explosions and special effects are separate. 5.5 mm 330 m/s 4.5 g 30% 120% 2
SG-97 Sweeper Direct projectile; explosions and special effects are separate. 12 mm 385 m/s 10 g 30% 100% 3
AR-61 Tenderizer Direct projectile; explosions and special effects are separate. 8 mm 820 m/s 11 g 30% 100% 2
GP-20 Ultimatum Direct projectile; explosions and special effects are separate. 80 mm 20 m/s 500 g 50% 100% 6
VG-70 Variable Direct projectile; explosions and special effects are separate. 9 mm 320 m/s 7 g 60% 100% 2
P-113 Verdict Direct projectile; explosions and special effects are separate. 12 mm 285 m/s 15 g 120% 100% 3
P-69 Veto Direct projectile; explosions and special effects are separate. 12 mm 375 m/s 7 g 0% 30% 3
P-92 Warrant Unguided projectile only; guided steering is not simulated. 12 mm 285 m/s 15 g 0% 30% 3
Ballistic model How the aerodynamic term is built

Calibre is converted to projectile radius, mass from grams to kilograms, then combined with drag and an air-density term of 1.2.

The calculator integrates drag and downward gravity into both horizontal and vertical projectile velocity. At the selected horizontal distance, it calculates total speed from both velocity components, then applies the direct-damage multiplier. Launch height and angle are hypothetical inputs. The optional auto-zero control finds the shallowest launch angle that reaches the selected horizontal distance at the same height as the muzzle, without first hitting level ground. It automatically updates when distance, launch height, or projectile values change. This is not weapon-specific sight calibration or a straight-line flight path. Unreachable same-height targets are reported explicitly. The estimates show full direct damage and a separate 65% value for matching armour. When ground impact lies beyond the selected view, its range is shown as a lower bound (for example, 500 m+). The selected weapon's direct AP identifies the corresponding armour level. Both estimates include the hit zone's durability and projectile speed loss. The model does not simulate armour damage, projectile pass-through, penetration slowdown, inherited velocity, or special projectile movement or projectile lifetime. Returning arcs may exceed the actual time a projectile remains active in-game.

Source velocity

Projectiles can inherit extra launch velocity. Moving with the shot can raise starting speed; moving against it can lower starting speed. The size of this effect still needs controlled live measurement.

Inherited launch velocity confirmed in earlier code Gameplay magnitude not yet isolated

Damage multiplier

0.25 + 0.75 × (impact speed / reference speed)²

Equal speeds give 100% damage. At zero speed, the formula reaches 25%. That does not mean a projectile can necessarily stay active until zero speed.

Ballistic inputs

These values affect the shot before the damage multiplier is calculated.

Property Role
Reference speed The 100% damage-speed baseline.
Current speed Compared with reference speed at impact.
Mass, calibre and drag Control how quickly drag removes speed.
Gravity Accelerates the projectile downward: slows upward movement and can increase speed during descent.
Launch angle Changes how much gravity initially opposes or helps the shot. Angle is not itself a damage multiplier.
Inherited launch velocity Can raise or lower starting speed.
Distance Why there is no universal damage-falloff distance

There is no universal 50 m or 100 m damage value. Different projectiles lose speed at different rates, and an upward versus downward launch can produce different speed and direct damage at the same horizontal range. Falloff must be calculated per projectile and flight path.

Code confirmed

The preset list only includes compatible projectile flight.

Guided, powered, steering, and other special trajectories are omitted because the trajectory simulator only models projectile drag and gravity.

Evidence status

Finding Code evidence Live evidence
Direct projectile damage uses current speed divided by reference speed. Confirmed Point-by-point test pending
The multiplier is 0.25 + 0.75 × speed-ratio². Confirmed Point-by-point test pending
The multiplier can exceed 1.0. Confirmed Isolation test pending
Inherited launch velocity is added separately from the projectile reference speed. Confirmed Isolation test pending
P-34 Breacher projectile damage is 60 normal / 0 durable, with a full 60 recorded against a 0%-durability target. Confirmed Confirmed

Research basis

Methodology How the falloff rule was established

Previously analyzed launch, flight, impact, and direct-damage paths establish the formula and ballistic inputs for the verified game build. A newer executable analysis is still pending. A live recording confirms the Breacher's 60-damage direct hit.

A controlled live test across known impact speeds is still pending.

Evidence standard

How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.

How the OTL rates evidence

The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.