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 type | Bonus to effective range |
|---|---|
| Blast | + blastRadius × 0.70 |
| Beam | + beamWidth × 0.30 |
| Orbit | max(effectiveRange, orbitRadius) |
| Generosity buffer | × 1.05 |
| Longer Range horizontal | × (1 + 0.30 per level) |
| Minimum effective range | 50 world units |
Which weapons have nontrivial multipliers
| Weapon | travelRangeMult |
|---|---|
| Mega Bullet (legendary) | 22.0 |
| Trailblazer (legendary) | 14.0 |
| Magnetar | 5.0 |
| Railstorm (legendary) | 5.0 |
| Plasma Mortar (legendary) | 5.0 |
| Coilgun | 3.5 |
| Line | 3.0 |
| Wave Gun (legendary) | 3.0 |
| Auto Rifle | 2.4 |
| Missile | 2.0 |
| Revolver | 2.0 |
| Shotgun | 1.8 |
| Disc | 1.4 |
| Defy | 1.3 |
| Flame | 1.2 |