diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs index 0553e31a5..84615e511 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs @@ -47,8 +47,8 @@ partial class Parts EnergyCost = 0.017f, //195 Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 10000f, // Direct damage; one steel plate is worth 100. Mass = 500f, // In kilograms; how much force the impact will apply to the target. - Health = 12, // 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. - BackKickForce = 7771000f, // Recoil. This is applied to the Parent Grid. + Health = 50, // 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. + BackKickForce = 5777100f, // Recoil. This is applied to the Parent Grid. DecayPerShot = 0f, // Damage to the firing weapon itself. //float.MaxValue will drop the weapon to the first build state and destroy all components used for construction //If greater than cube integrity it will remove the cube upon firing, without causing deformation (makes it look like the whole "block" flew away) @@ -539,7 +539,7 @@ partial class Parts }, Shields = new ShieldDef { - Modifier = 4f, // Multiplier for damage against shields. + Modifier = 6f, // Multiplier for damage against shields. Type = Default, // Damage vs healing against shields; Default, Heal BypassModifier = -1.3f, // If greater than zero, the percentage of damage that will penetrate the shield. },