Ill 1.: x0.25 vision, short kill distance ~GreenyNeko |
Preparation & Approach
Unwilling to bother four friends to start a game, I created three instances with BlueStacks. I hosted the lobby with the phone and filled it with them. For the map, I arbitrarily chose Skeld and decided on the bottom garbage chute since it has lines with a fixed distance. I'll place the imposter at the bottom right and approach with a crewmate until the kill button lights up. Given different settings, I'll make screenshots, which will show an estimated kill distance.Ill 2.: x0.5 vision, medium kill distance ~GreenyNeko |
Getting The Screenshots
For all settings, I keep imposter and crewmate vision equal. First, I've tested if kill and view distance correlate, which wasn't the case. With this knowledge, I started the first round with x0.25 vision and short kill distance (see ill. 1). I continued with x0.5 vision and medium kill distance (see ill. 2). And lastly, x0.75 vision and long kill distance (see ill. 3). I didn't do any further checks since long is the highest kill distance option, and we already know that other settings don't affect it.
Conclusion
Ill 3.: x0.75 vision, long kill distance ~GreenyNeko |
Looking at the screenshots, we notice a relationship between the two distances. Namely, the kill distance is a bit smaller than the view distance. We could estimate the former to be x0.225, x0.45, and x0.675. The exact gap would require pixel measurements and determining the player's collision box. Unfortunately, the game scales with the device's resolution. Thus, requiring all screenshots on the same. I might do this at a later time. In particular, when I compare it to my estimate. For now, I am happy with this result.