diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs index 76f4f8af0..c9a57f368 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs @@ -129,7 +129,7 @@ partial class Parts { { RateOfFire = 600, // Set this to 3600 for beam weapons. This is how fast your Gun fires. BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event. - TrajectilesPerBarrel = 8, // Number of projectiles per muzzle per fire event. + TrajectilesPerBarrel = 12, // Number of projectiles per muzzle per fire event. SkipBarrels = 0, // Number of muzzles to skip after each fire event. ReloadTime = 30, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 1, // Number of physical magazines to consume on reload. diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs index ff4ba704b..e3f4eff23 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs @@ -36,7 +36,7 @@ partial class Parts AmmoMagazine = "K_Hydra", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "BFG", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 0.008f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 0.012f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 16500f, // Direct damage; one steel plate is worth 100. Mass = 100f, // In kilograms; how much force the impact will apply to the target. Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.