From CoH-Stats
Weapon Scatter
A few rules before we go into the details:
- Most weapons will seek their targets when the game calculates a hit, even if it means the projectile path needs to be curved.
- Only missed projectile will scatter unless the weapon is an artillery piece.
- Missed projectiles can still hit its intended target.
- Missed projectiles, including small arms weapons can strike any other target that is capable of stopping the projectile. ¤
- Artillery type weapons do not seek targets.
¤ Infantry cannot stop a AT shell, it will go right through him. Buildings can stop rifle bullets, absorbing the damage.
Weapon Scatter Terms
First thing first, all projectiles are programmed to hit the ground no matter what. All small arms weapons will hit the ground 75% of the time.
Reference Image.
Green - Weapon.
White Box - Target.
Angle Scatter
Degree of scatter. Higher the angle, the more likely it is to hit anywhere but the targeted point [A]. The weapon can still hit its target, Angle Scatter, distance from target and luck are the key factors.
Distance Scatter Max
Maximum scatter distance, limits how far the shell can go. Increasing the maximum will increase the area of circle [A].
Distance Scatter Offset
This number control where the projectile should land relative to the expected landing area [A]. If this number is positive, the landing zone is shifted towards [C]. If it is negative, it will be shifted towards [B]. Rounds can still land on the other side if the +/- number isn't big enough.
Distance Scatter Ratio
Very similar to Distance Scatter Max. If this number is 0, the projectile will hit point [A] all the time, ignoring Scatter Max, but will not ignore physics. If this number is 1 or more, then it use Scatter Max. No difference was noticed between values of 1 or 1+.
FOW Angle Multiplier
Angle Scatter Multiplier for when firing into the Fog of War. Higher the multiplier, heavier the penalty.
FOW Distance Multiplier
Scatter Distance Multiplier for when firing into the Fog of War. Higher the multiplier, heavier the penalty.
Others
A few other things I still have to look at, here is what I think they are for. Most of these are low priority.
- Distance Scatter Object Hit Min: I tested a ton of numbers and has yet to notice a difference. May be the minimum distance from the weapons themselves.
- Burst Pattern Enable: Small arms only.
- Delay Bracket Change Chance: Small arms only.
- Distance Bracket Count Air: Small arms only, for rounds that will go up.
- Distance Bracket Count Ground: For rounds that hits the ground.
- Max/Min Tilt Angle: Tilting should have no significant effect on regular tank/infantry AT weapons.
- Tilt Max Distance: Tilting should have no significant effect on regular tank/infantry AT weapons.
- Tilt Scatter Chance: Tilting should have no significant effect on regular tank/infantry AT weapons.