Board Thread:General Discussion/@comment-28677862-20170411035256

For any of you who rush down targets and down't seem to actually notice drop off, there is drop off.

Damage drop off is unnoticeable in shotguns and explosives, but applies to every other gun.

Drop off is not slow, instead it starts at around 50% a guns max range. At 50% of it's range, a gun will suddenly deal 50% damage. It'll slowly die the damage down until it reaches max range. There is a way to ignire drop off, which is headshots. Headshots ALWAYS deal x2 the base damage. For guns like the CK or SPAS-12, it's a noticeable inconvience, seeing as a CKs one shot lethality could be reduced to the Python's damage in 35 studs. This was most noticeable whenever the bullet render bug was in play, devestating the weapons with short range by severely reducing damage. With weapons like the SPAS or Thompson have this unnoticable, as the eith their accuracy or damage, is usually treated as a partial miss or unnoticed by the opposer dying. I noticed this in snipers, as for when a barrett would take one, it took two. Or an R700 would take three.

This is how I beleive drop off works. I play on Max graphics, and you can test it for yourself 