Recoil Core — core¶
Recoil Core reduces spread/recoil and increases recovery rate.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:15 · Aliases: Stabilizer
Behaviour and interactions¶
Spread/recoil remainder is 0.90^rank, with a positive representation floor. Recovery rate is 1 + 0.05 × log2(1 + rank). Weapons authored at zero spread remain zero rather than acquiring a new spread pattern.
Tier: Uncommon · Categories: Weapons, Utility
Restriction: Authored zero-spread weapons stay zero.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=Math.Max(double.Epsilon,Math.Exp(Math.Max(MinimumExponent,n*Math.Log(.90))));v.Secondary=1+.05*l;break; // spread/recoil remainder / recovery rate
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.