Calibers have a penetration stat, if I recall correctly this also affects other factors like how much armour damage it does but what I know for sure is it definitely affects:
- How far through a solid object bullets can pass through.
- How much damage the bullet will do through certain objects.
- How much the bullet can penetrate still when passing through a wall.
When you fire downwards from, or upwards through a position with a thick window, such as office, city hall window, etc. The bullet has to travel through an angular path, meaning it goes through more material.
To a degree how it currently is serves some good balancing because it makes firing from a fortifiable and easily defendable position of wide visibility more difficult, but then again the office also has a head glitchy roof you could use in a similar vein.
I don’t understand coding all too well and can’t tell you if it’s possible or practical to have some sort of material recognition system in place beyond the one that prints decals and makes the appropriate impact and walking sounds, if possible and feasible it’s be great, I believe that it exists for certain props, but I don’t know if that can be recycled over to work as a system for actual map entities.