I asked in the other thread, but do you know how the hit probability curve is calculated? I think max range is the 0 point of the graph. I know effective range is not the 50% point, but I don't think it's fixed to any percent either (in my last post I mentioned editing a weapon to have 100 efective range and 150 or 300 max range. The first had 25% chance to hit at 100m, but the second had a slightly better chance). It also seems like the game looks at effective as a percent of max range, so having 100/150 gives better accuracy then using 100/300 (except at the very tail end).
Likewise, range curve seems to effect how much accuracy looks like a step function vs. linear. The thing about this is that it seems to me that it's effect is most pronounced on the "aimed" function, all of the "standard" graphs look pretty much the same (standard never seems to have an inflection point, some aimeds do, some don't).
Also, what seems to effect whether or not the aimed and standard graphs converge? I edited my merc to have 100 shooting, and for most weapons aimed is almost exactly the same as standard. For some weapons, like sniper rifles, the aimed never converges. Even with 100 shooting the aimed is way below the standard graph, and only a scope brings them up.
Is that because there's some switch for certain guns, or does shooting maybe effect how far out you can accurately shoot, limited by a gun's curve (so with 100 shooting I can shoot accurately out to 125m, say. This means for a pistol, which can only shoot out to 50m, I'm perfect. With an SBR thats ok out to 100m, I'm also near perfect. Then with a sniper rifle, which is accurate out to 300m, since I can only do 125m my aimed curve is nowhere near the standard curve).
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