It’s time to finally fix wallbang damage reduction

Posted by Steve

Sunday, September 26, 2021 6:31 AM

If you don’t know what wallbang damage reduction (WDR) is… it’s the % of damage taken away from shooting through a wall. It has to be dynamic and calculate through different surfaces and how thick each surface is etc…

In this game for a basic example, an OP does 150 exactly to the body. In csgo they have done their WDR perfect. The awp headshot does crazy damage (around 470). This is so they can accurately scale it down and say, “yeah if you shoot through 6 walls you should only do 113 damage instead of 470 for the headshot.” The simple problem with this is, when using a players exact max health it allows no room for wallbang shot kills. There are some walls in the game you can shoot through that don’t have any WDR (which to me seems like a bandaid fix for what I’m complaining about).

The actual damage reduction amount is ridiculous. For starters, its inaccurate as all hell. You’ll get different damage amounts shooting in the exact same spot. There seems to not be proper calculations in place to at least have a consistently accurate damage output. The major issue though is that the damage reduced is way more than it should be. It might be an accurate % but it’s as if they are calculating the % to reduce like they have way higher damage outputs. One shot through a clip edge of a wall will take your 160 in 4 to 140 really quick. I believe the damage should be increased to allow a better more accurate wallbang system :)

References

  • https://www.reddit.com/r/VALORANT/comments/pukqec/its_time_to_finally_fix_wallbang_damage_reduction/
  • https://reddit.com/pukqec

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