Difference between revisions of "Range"
(4 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | Range is a [[ | + | {{see also|Range (Swords)}} |
+ | Range is a [[stats#Ranged Weapon Stats|ranged weapon stat]] that increases the effective range of the weapon. It determines the distance that your shots hit for 100% damage before they begin falling-off to 50% damage. Range also affects the minimum and maximum size of your "bloom" circle when hip-firing. [[Fusion Rifles]] doesn't suffer damage fall-off, but instead Range determines the speed of the projectile fired. The longer the bar is the greater range the weapon has. | ||
*Note that each [[sights]] has a range multiplier. | *Note that each [[sights]] has a range multiplier. | ||
'''Details:''' | '''Details:''' | ||
+ | |||
+ | When you use a perk that directly affects range (like [[Rifled Barrel]] or [[Hammer Forged]]) there are three things that change: | ||
+ | #'''Damage fall off distance''' - the distance and rate at which the gun longer does its maximum damage. Increasing range pushes this out farther. | ||
+ | #'''Aim assist fall off distance''' - the distance and rate at which the [[aim assist]] loses effectiveness. Increasing range pushes this out farther. | ||
+ | #'''Accuracy cone (error angle)''' - the physical size of the crosshairs when ADS (invisible in normal Destiny, but can be seen in the Last Rites mission). Determines the maximum angle a shot could deflect from center when leaving the barrel of the weapon. Increasing range narrows the crosshairs, thus decreasing the diameter of the accuracy cone and providing a lower possible error angle. | ||
This is an indication of how far away a target can be hit from before damage penalties start being applied. You'll notice very quickly that the range penalty on [[Shotgun]] is severe, making them completely useless outside melee / close-quarter combat distance. | This is an indication of how far away a target can be hit from before damage penalties start being applied. You'll notice very quickly that the range penalty on [[Shotgun]] is severe, making them completely useless outside melee / close-quarter combat distance. | ||
==Tips and Tricks== | ==Tips and Tricks== | ||
− | *[[Fusion Rifles]] do not suffer damage falloff, so sights are not as vital for improving long-range damage. However, range affects fusion rifle projectile speed. The blasts travel more quickly when you have a mod like Hammer Forged equipped, making it easier to hit a target at medium range with more of the shot. | + | *[[Fusion Rifles]] do not suffer damage falloff, so sights are not as vital for improving long-range damage. However, range affects fusion rifle projectile speed. The blasts travel more quickly when you have a mod like [[Hammer Forged]] equipped, making it easier to hit a target at medium range with more of the shot. |
*Range also plays a role in accuracy when you are firing your weapon, so weapons with a good Range stat tend to be easier to handle when you’re firing at distant enemies. | *Range also plays a role in accuracy when you are firing your weapon, so weapons with a good Range stat tend to be easier to handle when you’re firing at distant enemies. |
Latest revision as of 04:29, 27 April 2017
- See also: Range (Swords)
Range is a ranged weapon stat that increases the effective range of the weapon. It determines the distance that your shots hit for 100% damage before they begin falling-off to 50% damage. Range also affects the minimum and maximum size of your "bloom" circle when hip-firing. Fusion Rifles doesn't suffer damage fall-off, but instead Range determines the speed of the projectile fired. The longer the bar is the greater range the weapon has.
- Note that each sights has a range multiplier.
Details:
When you use a perk that directly affects range (like Rifled Barrel or Hammer Forged) there are three things that change:
- Damage fall off distance - the distance and rate at which the gun longer does its maximum damage. Increasing range pushes this out farther.
- Aim assist fall off distance - the distance and rate at which the aim assist loses effectiveness. Increasing range pushes this out farther.
- Accuracy cone (error angle) - the physical size of the crosshairs when ADS (invisible in normal Destiny, but can be seen in the Last Rites mission). Determines the maximum angle a shot could deflect from center when leaving the barrel of the weapon. Increasing range narrows the crosshairs, thus decreasing the diameter of the accuracy cone and providing a lower possible error angle.
This is an indication of how far away a target can be hit from before damage penalties start being applied. You'll notice very quickly that the range penalty on Shotgun is severe, making them completely useless outside melee / close-quarter combat distance.
Tips and Tricks
- Fusion Rifles do not suffer damage falloff, so sights are not as vital for improving long-range damage. However, range affects fusion rifle projectile speed. The blasts travel more quickly when you have a mod like Hammer Forged equipped, making it easier to hit a target at medium range with more of the shot.
- Range also plays a role in accuracy when you are firing your weapon, so weapons with a good Range stat tend to be easier to handle when you’re firing at distant enemies.
- Weapon Sights multiply range when you're aiming down sights! - When you equip your weapon with a sight and go into ADS, the zoom factor provides a direct multiplier to the base range of the weapon. Equipping a 2x zoom sight doubles the distance from which you can deal maximum damage. Unsurprisingly, sniper rifles tend to have the highest zoom factor sights. Combined with a high base damage to begin with, this gives them the best-long range performance of any weapon.
- Range is also essentially the same stat for Rocket Launcher’s Velocity stat.
|