Travel Range

What it is

Acquire range defines the radius inside which a weapon picks a target. Travel-range multiplier defines how far the projectile actually flies before expiring. The effective firing range is the product of the two, with bonuses added for area, beam, and orbit weapons.

The formula

effectiveRange = acquireRange(level) × travelRangeMult × (1 + 0.30 × longerRangeLevel) × 1.05

Projectile lifetime is then derived from that travel distance and the projectile’s speed:

lifetime = (acquireRange × travelRangeMult) / projectileSpeed

Example (Auto Rifle at acquire range 600, travelRangeMult 2.4, zero Longer Range): effective range = 600 × 2.4 × 1.05 = 1,512 world units.

Area-aware expansion

Weapons whose damage zone extends beyond their projectile path get a range bonus so they begin firing before targets reach the optimal hit zone. Blast weapons add 70% of their blast radius. Beam weapons add 30% of their beam width. Orbit weapons clamp effective range up to at least the orbit radius. A flat 5% generosity buffer is applied after these adjustments.

Expansion typeBonus to effective range
Blast+ blastRadius × 0.70
Beam+ beamWidth × 0.30
Orbitmax(effectiveRange, orbitRadius)
Generosity buffer× 1.05
Longer Range horizontal× (1 + 0.30 per level)
Minimum effective range50 world units

Which weapons have nontrivial multipliers

WeapontravelRangeMult
Mega Bullet (legendary)22.0
Trailblazer (legendary)14.0
Magnetar5.0
Railstorm (legendary)5.0
Plasma Mortar (legendary)5.0
Coilgun3.5
Line3.0
Wave Gun (legendary)3.0
Auto Rifle2.4
Missile2.0
Revolver2.0
Shotgun1.8
Disc1.4
Defy1.3
Flame1.2