Damn yes, that is it. (my bad after explaination on Aze thread, lol)
So this isn't a bug but clearly intended I guess, or they would have put similar calculation as the 2 next lines.
I should fix the damage to 0~750, but after some in game debugging with quick fire without any charging, I always do something around 10 damage off-perk, not 0. And I don't know why.
I can't find anywhere when the HoldTime is set, just a comment in WeaponFire:
Code:
var() bool bFireOnRelease; // if true, shot will be fired when button is released, HoldTime will be the time the button was held for
I am missing something or this is native.
Maybe the game cannot consider a holdtime to be "instant", even with a quick fast click.
"Holding" 0.05sec will return 12.5 with the formula (truncated 12 ig), seems right referring to my test.
For now I should put 1~750 instead of 0~750 because of that.
EDIT:
Wow, go for 0~750 then, I will put a note about the fact its almost impossible to do 0 damage.
Trenchgun's dot table done, cumulated damage are quite similar to the mac10 despite the additionnal fire bonus to zeds 1.5x.
That's why the trenchgun have halfved damage and 2 times more pellets than a basic shotgun. Otherwise the dot will do too much damage.
EDIT2:
Current flamethrower dot tables contains 2 small errors (min tick 9 and 10).
Working on the next big update, with all fire dot tables for every fire weapons.