BahamutoD / BDArmory

Gun turrets and other weapon systems for KSP
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DMG_MULTIPLIER is probably too high #20

Closed ferram4 closed 8 years ago

ferram4 commented 8 years ago

Testing by @tetryds and his relatively realistic BAD-T pack indicates that the bullet damage multiplier should probably be reduced. The current value of 500 results in .50 cal / 13mm bullets with proper data hitting like 20mm cannons. I would suggest a drop to 100-150, which should keep the damage values far more sane, at least as a stop-gap.

tetryds commented 8 years ago

Further testing showed that a value of 50~100 is satisfactory when testing Aviator Arsenal v1.1 dev. I recommend a value of ~70, and not higher than 125.

BahamutoD commented 8 years ago

Compromise at 100 then?

tetryds commented 8 years ago

Let me test all weapons (inc yours) with 100, just to make sure it's not too high.

tetryds commented 8 years ago

I have tested, and 100 seems fine, weapons are a bit strong but nothing unbalanced, a light fighter falls with two to three 20mm hits, 5 .50cal hits and not that many 7mm hits.