Sight
Enemies do not simply see everything inside one fixed radius. Their vision has a shape, your visibility changes its effective reach, and clear line of sight still matters.
- Stance visibility
- 1.0× / 0.8× / 0.5×
- Scout passive
- 0.70× range
- Reduced Signature
- 0.60× range
Reducing visibility
Range is only one part of enemy vision.
Stay low, use stealth armour when available, break line of sight, and avoid assuming that an enemy's listed sight range is a guaranteed detection radius. Direction and sensor type matter too.
Vision geometry
A Helldiver must fall inside the enemy's visual field and pass the remaining visibility and obstruction checks before sight can contribute to detection.
Most enemies are strongest in front of themselves, while a smaller set use unusual front/rear or radial vision profiles. The exact shape determines whether moving to the side or rear actually helps.
Stance and stealth armour scale the effective field. Standing uses the full visibility value, crouching uses 0.8×, and going prone uses 0.5×. Scout and Reduced Signature then apply their own downstream range reductions.
Weather sight-range settings
Authored sight distances differ by weather effect and sometimes by the specific weather preset.
Sandstorms use a 12.5 m weather sight-range setting, while blizzards use 25 m. Thick Fog, Acid Storms, and Rainstorms can have different settings between weather presets.
These values come from the game's weather settings. The weather system carries the selected sight-range field when changing between presets. This is a distance setting, not a percentage reduction from each enemy's usual sight range.
| Environmental effect | Weather sight range | Preset variation |
|---|---|---|
| Sandstorms | 12.5 m | 4 of 4 settings use 12.5 m |
| Blizzards | 25 m | 2 of 2 settings use 25 m |
| Thick Fog | 50 or 55 m | 4 settings use 50 m; 2 use 55 m |
| Acid Storms | 60 or 75 m | One setting at each value |
| Rainstorms | 50, 55, 65, or 75 m | 10 settings specify a range; 5 use the default (-1) |
| Intense Heat | 90 or 100 m | 5 settings specify a range; 14 use the default (-1) |
Weather distance is not a confirmed enemy-detection cap
The weather system selects the authored distance from the active weather settings, but the verified enemy-vision calculation has not established where that distance enters detection. The value could not yet be classified as a cap, a replacement range, or another limit. Do not multiply these metre values by stance or armour factors to predict when enemies will see you.
The confirmed enemy sight calculation uses sensor geometry and the target's visibility, followed by distance and obstruction checks.
Each enemy has an authored sight field. The game compares the target against the sensor's directional, angular, or radial geometry. In that geometry calculation, the available viewing distance is scaled by the target's visibility and other sensor and equipment factors. A valid distance alone does not guarantee detection; obstruction and sensor state matter too.
Nighttime changes target visibility separately from weather sight distances. The authored night visibility factor is 0.8×. The code blends it with ordinary visibility according to the current nighttime amount: night contribution = (1 − t) + t × 0.8, where t is the nighttime blend amount. The contribution is 1.0× when t is 0, 0.9× when t is 0.5, and 0.8× when t is 1, before other adjustments.
The Hidden status applies a separate 0.5× visibility factor when active. The code also enforces a lower bound on the resulting visibility. Consequently, multiplying 0.8× and 0.5× is not always enough to determine the target's final visibility. The current code does not establish that sandstorms, blizzards, or other weather conditions automatically grant Hidden.
Stance and stealth armour modify the vision calculation as described above, but their combination with the authored weather distance remains unverified. The vision field simulator shows mapped sensor geometry and those existing player modifiers; it does not model weather sight distances, nighttime, or the Hidden status.
Vision field simulator
Select an enemy or friendly automated defense to see its mapped visual field, then move the Helldiver to test stance, armour, distance, and angle.
The visualization is centered on the enemy and fades toward the edge of its mapped vision.
Drag the target marker or enter distance and horizontal angle directly. Directional profiles favor the front, front/rear angular profiles can cover matching sectors in front and behind, and radial profiles cover all directions. Standing uses 1.0× visibility, crouching 0.8×, and prone 0.5×. Scout applies 0.70× detection range and Reduced Signature applies 0.60×. The selected armour passive stacks with stance; the two armour passives do not stack with each other. For Type 2, the top-down view assumes no height difference. The fade only shows distance to the edge of the mapped vision field; it is not an in-game detection probability. Weather-related sight limits are not applied by the simulator.
Profiles that cannot yet be matched to a named defense stay unresolved. Their known range can still be shown, but the site does not guess the missing angle settings. Detector Tower is a special case: the simulator shows the mapped mirrored rear sector, but normal gameplay does not provide a practically useful rear detection cone.
Drag the target anywhere on the field. Front/rear angular geometry assumes the target is at the sensor's elevation.
Unit / defense
Target position
- Effective range
- —
- Geometry
- —
Helldiver visibility state
Stance scales hostile vision range using the confirmed visibility values: Standing 1.0×, Crouched 0.8×, and Prone 0.5×. Scout then applies a 0.70× detection-range modifier and Reduced Signature applies 0.60×. The two effects multiply.
Enemy vision profiles
Range shows the main distance limit. Vision shape shows the matched directional, front/rear, or radial model.
| Type | Enemy / defense | Range / front range | Vision shape | Special note |
|---|---|---|---|---|
| Defense | Detector Tower | 120 m | Front/rear angular · 120 m · 9.5° H / 9.5° V | Mapped as a narrow front/rear angular profile. Rear detection is effectively absent in normal gameplay; the exact cause is unresolved. |
| Defense | Automaton Mortar Emplacement | — | Unresolved | No base sight range confirmed. |
| Unit | Agitator | 55 m | Directional · 55 m / 1 m / 1 m | — |
| Unit | Radical | 55 m | Directional · 55 m / 1 m / 1 m | — |
| Unit | Gunship | — | Unresolved | No base sight range confirmed. |
| Unit | Berserker | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Assault Raider | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Brawler | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Commissar | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | MG Raider | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Marauder | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Pyro Trooper | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Raider | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Rocket Raider | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Scout Raider | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Trooper | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Reinforced Scout Strider | 55 m | Directional · 55 m / 1 m / 1 m | — |
| Unit | Scout Strider | 55 m | Directional · 55 m / 1 m / 1 m | — |
| Defense | Bunker Turret | 120 m | Unresolved geometry · 120 m range | — |
| Defense | Cannon Turret (Stationary) | 120 m | Unresolved geometry · 120 m range | 2,100 HP; mounts a Fusion Battle Cannon. |
| Attached weapon | Factory Strider Fusion Gatling Guns (2 guns) | 60 m | Front/rear angular · 60 m · 20° H / 20° V | 300 HP each; separate sensors from the Factory Strider body. |
| Attached weapon | Factory Strider Cannon Turret (Dorsal turret) | 120 m | Front/rear angular · 120 m · 30° H / 60° V | 900 HP; mounts the Fusion Repeater Cannon. |
| Unit | Dropship | 200 m | Directional · 200 m / 1 m / -1 m | — |
| Unit | Conflagration Devastator | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Devastator | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Heavy Devastator | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Incendiary MG Devastator | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Rocket Devastator | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Hulk | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hulk Bruiser | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hulk Firebomber | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hulk Obliterator | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hulk Scorcher | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | War Strider | 55 m | Directional · 55 m / 1 m / 1 m | — |
| Unit | Annihilator Tank | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Shredder Tank | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Vox Engine (Main) | 60 m | Directional · 60 m / 1 m / 1 m | Main profile shown; attached sensor profiles also use 60 m and 120 m. |
| Unit | Barrager Tank | 60 m | Directional · 60 m / 1 m / 1 m | — |
| Unit | Factory Strider (Main body) | 50 m | Directional · 50 m / 10 m / 10 m | Body sensor profile. Its Fusion Gatling Guns and Cannon Turret have separate sensor entities. |
| Defense | AA Emplacement | 2000 m | Radial · 2000 m | No hearing multiplier confirmed; special long-range visual profile. |
| Defense | Command Bunker | — | Unresolved | Bunker body has no direct sensor profile; its separate turrets use 1× hearing / 120 m base sight. |
| Unit | Hive Lord | 1000 m | Directional · 1000 m / 800 m / 300 m | Special 100× explosion-listening profile. |
| Unit | Alpha Commander | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Bile Spewer | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Bile Spitter | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Bile Warrior | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Brood Commander | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hive Guard | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Hunter | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Nursing Spewer | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Pouncer | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Predator Hunter | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Rupture Spewer | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Rupture Warrior | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Scavenger | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Spore Burst Hunter | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Spore Burst Scavenger | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Spore Burst Warrior | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Warrior | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Predator Stalker | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Stalker | 150 m | Directional · 150 m / -1 m / -1 m | — |
| Unit | Shrieker | 75 m | Directional · 75 m / 1 m / 1 m | — |
| Unit | Charger | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Charger Behemoth | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Rupture Charger | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Spore Charger | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Bile Titan | 45 m | Directional · 45 m / 10 m / 10 m | — |
| Unit | Impaler (Main) | 60 m | Directional · 60 m / 1 m / 1 m | Body profile shown. Separate tentacle sensor: 5× hearing / 40 m base sight. |
| Unit | Dragonroach | 150 m | Radial · 150 m | — |
| Unit | Harvester | 65 m | Directional · 65 m / 1 m / 1 m | — |
| Unit | Stingray | 500 m | Radial · 500 m | — |
| Unit | Obtruder | 40 m | Directional · 40 m / 1 m / 1 m | — |
| Unit | Watcher | 40 m | Front/rear angular · 40 m · 25° H / 35° V | — |
| Unit | Voteless | 25 m | Directional · 25 m / 1 m / 1 m | — |
| Unit | Fleshmob | 35 m | Directional · 35 m / 25 m / 25 m | — |
| Unit | Elevated Overseer | 45 m | Directional · 45 m / 1 m / 1 m | — |
| Unit | Overseer | 45 m | Directional · 45 m / 1 m / 1 m | — |
| Unit | Wretch | 45 m | Directional · 45 m / 1 m / 1 m | — |
| Unit | Xenobite Ardent | 45 m | Directional · 45 m / 1 m / 1 m | — |
| Unit | Crescent Overseer | 50 m | Directional · 50 m / 1 m / 1 m | — |
| Unit | Crusher | 65 m | Directional · 65 m / 1 m / 1 m | — |
| Unit | Gazer | 85 m | Front/rear angular · 85 m · 120° H / 120° V | — |
| Defense | Cannon Turret (100 m variant) | 100 m | Front/rear angular · 100 m · 180° H / 180° V | Two current Illuminate Cannon Turret sensor variants. |
| Unit | Gatekeeper | 100 m | Directional · 100 m / 1 m / 1 m | — |
| Unit | Veracitor | 100 m | Directional · 100 m / 1 m / 1 m | — |
| Defense | Cannon Turret (120 m variant) | 120 m | Unresolved geometry · 120 m range | Two current Illuminate Cannon Turret sensor variants. |
| Unit | Warp Ship | 200 m | Directional · 200 m / 1 m / -1 m | — |
| Defense | Lightning Spire | 25 m | Unresolved geometry · 25 m range | No hearing multiplier confirmed; special visual profile. |
| Unit | Leviathan | 3000 m | Front/rear angular · 3000 m · 40° H / 40° V | No hearing multiplier confirmed. |
| No rows match the current filters. | ||||
Detector Tower rear vision is not practically useful
The Detector Tower combines 5× hearing with a mapped 120 m / 9.5° / 9.5° front/rear angular vision profile. In normal gameplay its rear detection is effectively absent. Its sensor direction comes from a dedicated sight orientation, but current evidence does not establish whether that orientation or another condition makes the mapped rear sector irrelevant.
Sentry vision
Automated Super Earth defenses also use directional or radial vision rather than seeing every direction at once.
Automated defenses first find eligible targets and check obstruction, then apply the same vision-shape rules used by hostile sensors.
Flame, Laser, Machine Gun, Gatling, Autocannon, Rocket, Mortar, EMS Mortar, and Gas Mortar Sentries use the directional model. Their side and rear vision values are disabled, so the sensor itself only sees forward. Their turrets can still rotate through a full circle; rotating to look behind is different from seeing every direction at once.
For a forward-only directional profile with side = −1, the usable viewing angle narrows as the target gets
farther away. The exact shape follows R(θ) = (front + 1) × cos(θ) − 1 in front of the sentry.
A Gatling or Machine Gun Sentry can therefore accept a target about 70° off-axis at 25 m, but only about 21°
off-axis at 70 m.
Tesla Tower is the major deployable exception: it uses a 25 m radial field. Facing does not create a blind spot in this mapped vision model.
| Friendly entity | Vision model | Control | Traverse | Practical field |
|---|---|---|---|---|
| Flame Sentry | Type 1 · 50 / -1 / -1 m | Autonomous | −180° to +180° yaw | Shortest directional sentry range; side and rear vision are disabled. |
| Laser Sentry | Type 1 · 50 / -1 / -1 m | Autonomous | −180° to +180° yaw | Same 50 m forward-only vision profile as the Flame Sentry. |
| Machine Gun Sentry | Type 1 · 75 / -1 / -1 m | Autonomous | −180° to +180° yaw | Forward-facing vision; the usable angle narrows with distance. |
| Gatling Sentry | Type 1 · 75 / -1 / -1 m | Autonomous | −180° to +180° yaw | Same forward-facing vision as the Machine Gun Sentry. |
| Autocannon Sentry | Type 1 · 100 / -1 / -1 m | Autonomous | −180° to +180° yaw | Same 100 m forward-only vision profile as the Rocket Sentry. |
| Rocket Sentry | Type 1 · 100 / -1 / -1 m | Autonomous | −180° to +180° yaw | Longer forward range; side and rear vision are disabled. |
| Mortar Sentry | Type 1 · 125 / -1 / -1 m | Autonomous | −180° to +180° yaw | Long-range forward-only vision. |
| EMS Mortar Sentry | Type 1 · 125 / -1 / -1 m | Autonomous | −180° to +180° yaw | Same 125 m forward-only vision profile as the standard Mortar Sentry. |
| Gas Mortar Sentry | Type 1 · 125 / -1 / -1 m | Autonomous | −180° to +180° yaw | Same 125 m forward-only vision profile as the other Mortar Sentries. |
| Tesla Tower | Type 3 · 25 m radial | Autonomous | Fixed radial sensor | No facing requirement; the field is radial. |
| SEAF SAM Site | Directional · 1,200 / 1 / 600 m | Autonomous objective defense | Static emplacement | Very long asymmetric sensor: strong forward and rear reach, almost no side range. |
| Sentry | Target distance | Maximum horizontal offset |
|---|---|---|
| Flame / Laser | 25 m | 59.3° |
| Flame / Laser | 45 m | 25.6° |
| Machine Gun / Gatling | 25 m | 70.0° |
| Machine Gun / Gatling | 50 m | 47.9° |
| Machine Gun / Gatling | 70 m | 20.9° |
| Autocannon / Rocket | 50 m | 59.7° |
| Autocannon / Rocket | 90 m | 25.7° |
| Mortar / EMS Mortar / Gas Mortar | 100 m | 36.7° |
Sentries use two vision models
Every current autonomous Sentry in this set uses the standard forward-facing directional model except Tesla Tower, which uses a radial field.
Sight loss and memory
A failed visual check can stop current sight validation without erasing information that already exists elsewhere in the AI state.
Stored target information, hearing, group reactions, the current target, and alert state can remain relevant after visual contact is lost. Exactly when all remembered information expires and the enemy fully disengages is still unresolved.
Target priority
A separate distance × facing calculation can affect which already-known target an enemy prefers. It happens after the enemy has information about possible targets, so it should not be treated as the formula for whether the enemy sees you in the first place.
Vision shapes
The game uses three confirmed vision shapes with different range and angle rules.
| Model | Top-down shape | Parameters | Exact rule | Interpretation |
|---|---|---|---|---|
| Directional | Directional field | Front range · side range · rear range | R(θ) = |cosθ| × end + (1 − |cosθ|) × side | Facing selects the front or rear range. Disabled side or rear values can remove those parts of the field. |
| Front/rear angular | Dual angular volume | Range · horizontal half-angle · vertical half-angle | d < R; |asin(lateral)| < H; |asin(vertical)| < V | The check does not distinguish forward from backward, so narrower settings produce matching front and rear sectors. |
| Radial | Radial | Range | d < R | Facing does not matter; the top-down field is circular. |
Front/rear angular vision uses horizontal and vertical angle limits. Because its check does not distinguish forward from backward, the top-down field can form matching front and rear sectors instead of one normal forward cone.
The Watcher confirms this behavior in normal gameplay: it can visually detect a Helldiver positioned behind it inside the rear sector, matching the code-confirmed front/rear angular geometry.
Unusual profiles
Most ordinary units use the standard directional model. These are the confirmed exceptions with front/rear or radial behavior.
| Faction | Entity | Vision type | Profile | Vision shape | Mapping status |
|---|---|---|---|---|---|
| Automaton | Detector Tower | Front/rear angular | 120 m · 9.5° H / 9.5° V | Narrow forward sector. A mirrored rear sector exists in the mapped geometry but is effectively absent in normal gameplay. | Mapped |
| Automaton | Bunker Turret | Front/rear angular | Unresolved geometry · 120 m range | The vision type is known, but the exact angle settings are not uniquely matched. | Partially mapped |
| Automaton | Cannon Turret (Stationary) | Front/rear angular | Unresolved geometry · 120 m range | The vision type is known, but the exact angle settings are not uniquely matched. | Partially mapped |
| Automaton | Factory Strider Fusion Gatling Guns (2 guns) | Front/rear angular | 60 m · 20° H / 20° V | Opposing front/rear sectors · ±20° H · ±20° V | Mapped |
| Automaton | Factory Strider Cannon Turret (Dorsal turret) | Front/rear angular | 120 m · 30° H / 60° V | Opposing front/rear sectors · ±30° H · ±60° V | Mapped |
| Automaton | AA Emplacement | Radial | 2000 m | Radial / all-direction field. | Mapped |
| Terminid | Dragonroach | Radial | 150 m | Radial / all-direction field. | Mapped |
| Illuminate | Stingray | Radial | 500 m | Radial / all-direction field. | Mapped |
| Illuminate | Watcher | Front/rear angular | 40 m · 25° H / 35° V | Opposing front/rear sectors · ±25° H · ±35° V | Code + gameplay confirmed |
| Illuminate | Gazer | Front/rear angular | 85 m · 120° H / 120° V | The angle limits do not meaningfully restrict the field; range is the practical boundary. | Mapped |
| Illuminate | Cannon Turret (100 m variant) | Front/rear angular | 100 m · 180° H / 180° V | The angle limits do not meaningfully restrict the field; range is the practical boundary. | Mapped |
| Illuminate | Cannon Turret (120 m variant) | Front/rear angular | Unresolved geometry · 120 m range | The vision type is known, but the exact angle settings are not uniquely matched. | Partially mapped |
| Illuminate | Leviathan | Front/rear angular | 3000 m · 40° H / 40° V | Opposing front/rear sectors · ±40° H · ±40° V | Mapped |
| Super Earth | Tesla Tower | Radial | 25 m | Radial / all-direction field. | Mapped |
Watcher rear detection is gameplay-confirmed
A controlled gameplay test shows a Watcher detecting a Helldiver directly behind it, supporting the code-confirmed front/rear angular vision model.
For front/rear angular profiles, angle limits above 90° no longer meaningfully restrict that direction. Gazer's 120° / 120° profile and the 100 m Illuminate Cannon Turret's 180° / 180° profile therefore behave more like all-direction sensors limited mainly by range than narrow cones.
Several 120 m turret profiles are confirmed as front/rear angular but cannot yet be matched to one exact angle pair. Their vision type and range are listed without guessing the missing angles.
Factory Strider cannon
The destructible turret and the weapon it fires have different names.
| Part | Health | Vision shape | Weapon |
|---|---|---|---|
| Main body | 10,000 | Directional · 50 / 10 / 10 m | — |
| Fusion Gatling Guns (2) | 300 each | Front/rear angular · 60 m · 20° H / 20° V | Fusion Gatling Gun |
| Cannon Turret | 900 | Front/rear angular · 120 m · 30° H / 60° V | Fusion Repeater Cannon |
Cannon Turret is the 900-HP dorsal turret assembly. It uses front/rear angular vision: 120 m range, 30° horizontal half-angle, and 60° vertical half-angle. The weapon mounted in that turret is the Fusion Repeater Cannon.
This is not the same entity as a stationary Automaton Cannon Turret. The stationary version has 2,100 HP and mounts a Fusion Battle Cannon. Both expose a 120 m primary range in the current sensor table, but the stationary turret has not yet been matched to one exact front/rear angular angle pair.
| Fusion Repeater Cannon | Value |
|---|---|
| Direct damage | 1,500 ballistic · 1,500 durable |
| Blast damage | 100 |
| Blast radii | 1.2 m inner · 6 m outer · 8 m shockwave |
| Direct armor penetration | 6 / 5 / 5 / 0 |
| Fire cycle | 3-round salvo · 60 RPM within salvo · 6 s reload cycle |
| Spread | 20 × 20 mrad |
| Demolition force | 50 impact · 50 blast |
| Stagger force | 60 impact · 50 blast |
| Push force | 30 impact · 70 blast |
Open formula
| Question | Current limit |
|---|---|
| How does each weather sight-range setting affect actual detection? | The authored weather sight distances and their selection during weather transitions are mapped. The final relationship with enemy sight ranges, friendly automated targeting, and other vision modifiers still needs a native-code linkage. |
| How do the mapped vision shapes become final detection? | The three vision shapes are mapped. The remaining gap is how visibility, changing sensor state, obstruction checks, and target-memory updates combine into the final result. |
| Which angle settings belong to every 120 m defense? | Several 120 m front/rear angular profiles use different angle pairs. The Factory Strider dorsal turret is matched, but some stationary and Illuminate turret variants are still ambiguous. |
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.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.