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Regarding punch through and bows, it will penetrate through thicker walls, not by chance. That "0.4 punch through" is read in meters, so it adds .4 meters of wall/enemy penetration, on top of the bow's innate pt stat. Enemies have their own amount of mass that subtract from punch through stats until the projectile can no longer continue. With bows though, they often send their targets flying through the air, if it's lethal, and the ragdoll+arrow combo can still hurt people if they slam into them.
The reason it has more value on bows and sniper rifles is because they have lower fire rates. Punchthrough can situationally raise your hit chances per bullet, because you can hit multiple enemies at once, when normally with a higher fire rate you would just spam bullets.
Also, if arrows or projectiles (Dera, supra etc) have punch through their projectiles behave weirdly after going through walls and windows. Their trajectory suddenly changes greatly to right, upwards unlike hitscan weapons where bullets just go straight line. This makes shooting cameras in spy rooms very annoying and sometimes hitting enemies.
Confusing how? I use projectile weapons a lot and when I shoot cameras in spy rooms any projectiles shot change their trajectory after penetrating windows.
Anyways, yeah the Dera projectile goes through walls like so
https://steamcommunity.com/sharedfiles/filedetails/?id=1695266575
unaffected by the walls they breach.
In comparison, the Boltor projectiles, which are affected by gravity unlike the Dera, lose speed and therefore drop down much sooner as they pass through walls.
https://steamcommunity.com/sharedfiles/filedetails/?id=1695268508
This is without shooting through walls, and
https://steamcommunity.com/sharedfiles/filedetails/?id=1695268531
this is while shooting through walls. I was aiming at the same angle in each picture, just moving over to the side to hit the pillars.
So what Donitsi said was correct, how projectiles can be affected by passing through walls, but they were wrong about it affecting projectiles that don't drop due to gravity. The Dera and other plasma weapons, anything that fires projectiles straight forward without drop, will not be affected in their flight path by punching through things.
As for how that affects bows, it doesn't always unless you fire from odd angles into things, or if you don't charge your shot. Charging your shot I think adds more punch through, but any punch through you mod onto the weapon will be added to the base punch through even at no charge. What that means is that your arrow may be able to go through 3 meters of wall uncharged, but its low speed will screw up its flight as it goes through it. But if you charge the bow fully and get that maximum flight speed, then you shouldn't see too many flight mess ups as you shoot through things.
For shooting enemies hiding behind cover pretty low punchthrough will usually get the job done. Higher punchthrough can be useful for shooting through glass, but seeing most walls aren’t transparent you usualky don’t know enough to dhoot through walls reliably. Some powers or companion mods can reveal enemies through walls, but it is still pretty situational.
High punchthrough payoff with bows is surprisingly useful. Bows excel at taking out single targets but taper off when enemies hoard. High punchthrough scales damage to how tightly enemies clump together, so if you choose your position well to get a good angle on chokepoints then punchthrough mitigates the lack of speed and aoe. Bows particularly benefit because you get sone punchthrough already for free which you can add to.
So yeah punchthrough is great, but won’t benefit you much unless you play to its strengths.
In that case they have fixed it. Especially with Dera I had difficulties sometimes shooting through windows because projectiles went to the right and bit up after going through.
They did't behave like that when shooting through doors or enemies.
They hit a point (where ever it is you’re aiming) and punch through tells the projectiles to keep going along their initial trajectory, meaning you get some funky results.
This gets even funkier at close ranges; if you're shooting at a window/enemy/etc. at point blank range then the projectiles will alternate between going more or less straight up and down because of how they have to converge on the thing your cursor lands on.