Considered making cave networks/tunnels flanking routes that favor accessing as jump classes ( but slightly lower than swooping hawks go to "make up for" them having an easy time getting up the "steps" compared to the other 3 factions)?
For those, who are interested. In both cases: Moving Spread, Tex Grip, no shots fired. Ofc this does not show, how the Gaussian modifier affects the actual spread.
its a variable that gives u a higher percentage of hitting the middle of the crosshair even if the spread is crazy it rewards accuracy even when spread is high
I had a lenghty explanation set up, but I guess Krayt covered it. Essentially it means that the closer you are to the median value of a probability distribution, the greater the probability to score a hit there, whereas outliers fall short. Technically, the median does not have to be the bullseye. Could be 0.2 or something, but it probably isn't. The 'modifier' essentially 'stretches' the curve, indicating, how much different these probabilities are. In any event, the chance for an extreme outlier (max spread) is always(usually?) approaching 0 and the chance for a median hit is always the highest. Its high-school math btw.
Statistics, not geometry. I wasn't trying to shame you tho, sry. Its not like I remembered completely how it worked without looking it up. <3
Is anything being done with damage augments for all factions equivalents of the L/CSM Close Quarters Combat damage mod? So for Orks Heavy Barrel and Eldars Impulse Accelerators? The benefits of these augments are too great and the damage drop off at distance is not enough. I think a further rate of fire decrease is needed because The stalker bolter has it so bolters, shurkein catipults and shootas need it too. The amount of decrease per faction would need to be considered of cause.
Impulse Accelerator was already trash, CQC-barrel is now also a DPS-loss but better alpha-damage and ammo-efficiency, probably not worth taking. Also, without looking up Ork-mods, Heavy Barrel is usually not a damage-mod.