Guides

The damage numbers lied. Here’s the real math.

The Numbers Never Matched the Kill

You watched a gunfight and knew something was off. The damage numbers on your screen said one thing, but the enemy took way too many bullets to drop. It didn't happen every fight, but it happened enough that you started to notice. So did we, actually. We were watching kill cams and test matches, and the same weird pattern kept showing up. Close range shots, point blank hits, were doing much less than the stats claimed. We thought it was just a visual glitch at first, maybe a lag spike or a server tick issue. But the more we dug into it, the more it looked like a real problem with the core damage math. This is the kind of thing that makes you doubt your aim, makes you think you're just bad at the game. But you weren't. The game was lying to you, and we're here to show you exactly how and why we fixed it. This is the real math behind your bullets, and what it means for your next fight.

You watched a gunfight and knew something was off. The damage numbers on your screen said one thing,

How We Found the Lying Numbers

We started by isolating the bug. We ran controlled tests in a private lobby, firing at targets from different distances and measuring the actual damage dealt. We compared that to what the stat screen said you were supposed to do. That's when we saw the discrepancy: at ranges under 5 meters, you were doing about 15% less damage than the weapon's stat page indicated. That might not sound like a lot, but in a game where a headshot can decide a duel, 15% is the difference between a kill and a reload. We traced the issue to the damage falloff curve, which is the math that reduces bullet damage over distance. The curve was miscalculated at the very low end, so it was cutting damage even at point blank range when it should have been at full power. It was a tiny bug in a single line of code, but it had a huge impact on how the game felt. And it means that every fight you had up close was happening with one hand tied behind your back. We're sorry it took us this long to find it, but now that we know what the problem is, we're going to make sure it never happens again. We're also adding a new tool to the studio that automatically checks for these kinds of discrepancies in every patch we ship. You should be able to trust the numbers, and this fix is the first step in making that true.

What This Fix Means for Your Loadout

Now that the damage falloff is corrected, your close-range loadouts are going to feel significantly more powerful. Shotguns, SMGs, and any weapon you like to use in tight corners will now hit as hard as their stats suggest. This changes the meta in a subtle but important way. The distance you need to close to get max damage is now actually the distance where you start dealing max damage, which rewards aggressive play and precise positioning. You might find that you can now two-shot an enemy with your favorite pistol at the exact range you always thought you should. That's because you were always right, it just wasn't working that way before. For players who prefer long-range combat, this fix doesn't change things much, since the falloff was only incorrect right up close. But it does mean that when an enemy closes the distance on you, your defensive shots will now hit harder, which gives you a better chance of fighting back. Overall, the game should feel more honest, which is what we're going for. We want the numbers you see to be the numbers you get. That's a core principle for us as a studio. We'd rather you be surprised by a fair fight than by a bug we missed. Now, go test your loadout and see what it feels like.

Now that the damage falloff is corrected, your close-range loadouts are going to feel significantly

The Math Behind the Fix

Let's get into the actual numbers, because we know that's what you really want to see. The bug was in the function that calculates how much damage a bullet does after traveling a certain distance. The function is supposed to reduce damage linearly from 100% at the muzzle down to a minimum at max range. But there was an error in the interpolation logic that caused the damage to drop off too quickly at the very start of that curve. Instead of starting at 100%, it started at around 85% at a distance of zero. So the first few meters of a bullet's flight had a hidden penalty. That means that every weapon was underperforming at point blank range, from pistols to sniper rifles. We fixed this by rewriting the interpolation to start at exactly 100% at the muzzle, which matches the stat sheet. We also added an automated test that spawns targets at multiple distances and verifies that the damage output matches the expected values from the weapon data. This way, if any future changes to weapons or the falloff function introduce a similar bug, the test will fail and we'll know before it ever reaches you. This is the kind of under-the-hood stuff that doesn't make it into patch notes usually, but you deserve to know exactly what was wrong and how we fixed it. Your trust is more valuable to us than a hidden bug fix. We want to be transparent about the game's mechanics, the good and the bad, because that's how a community is built.

What You Should Do Now

Go play, obviously. But specifically, you should test your favorite close-range weapon and see if it feels different. You should notice that you're getting those kills you thought you deserved. You should also start paying attention to the damage numbers more critically. We're not going to say they're perfect, but they're a lot closer to the truth now. If you see something that still feels off, tell us. You can report it on the idea board, or send us a clip of the fight that felt wrong. We read those reports, and we act on them, just like we did with this bug. In fact, this entire fix came from a clip that someone posted in the community Discord, showing a point-blank shotgun blast that didn't kill an enemy. That clip got shared, and a couple of days later, we had a fix in the works. So don't think of yourself as just a player. You're a tester, a reviewer, and a game designer all at once, whether you like it or not. And if you're playing on your phone, remember that this fix is live across all platforms, including Android. Just open your browser, jump into a match, and see the difference for yourself. If you're on PC, same deal, no install, just the update. We're glad you're here, and we're glad we could fix this one for you.

Go play, obviously. But specifically, you should test your favorite close-range weapon and see if it

← All guides