I was updating my python script and dug into the exact code for scope sensitivity. Any given scope has static multiplier calculated with
PlayerIronSightFOV / FieldOfView * ScopedSensitivityMod * 0.01333
with variables pulled from each scoped weapon's relevant KFWeap .uc file. e.g. the railgun:
(70/23 * 16 * 0.01333) = 0.6491130434782608695652173913043478260869565217391304347826086956...
Also the Husk Cannon is 50 FOV base, not 60.
Hopefully comprehensive list of Non-Scoped FOV:
Minigun: 82
Microwave and Flamethrower type weapons: 80
Pistols: 77
Blunderbuss and most SMGs: 75
Grenade Launchers and Scorcher: 73
Everything else, including the thompson, mp7, and medic smg: 70
Lever/Bolt-action, Gravity Imploder/Sonic Gun/Thermite Bore/etc., and Frost Fang: 65
Riot Shield: 64
Husk Cannon and Mine Reconstructor: 50
Scoped weapons:
All have PlayerIronSightFOV=70
ScopedSensitivityMod=8 and FieldOfView=12.5 (multiplier=0.597184):
FAMAS
FN FAL
Cranial Popper
Storm Cannon
Mk14 EBR
M99
Parasite Implanter
ScopedSensitivityMod=12 and FieldOfView = 18.5 (multiplier=0.605254):
Both crossbows
ScopedSensitivityMod=16 and FieldOfView = 23 (multiplier=0.649113):
Railgun