Spielerando

Which gun is better depends on how long the fight lasts

A weapon table with one damage-per-second number hides that guns with big magazines and slow reloads win long fights and lose short ones. Critical hits and misses change the picture again. This entry computes the damage actually dealt within a time window.

Why this works

A single damage figure assumes the fight never pauses. Real fights are a window of time, and a weapon that has to stop and reload spends part of that window doing nothing. So a weapon should be judged by what it deals inside the length of fight it is used for.

When not to use it

Skip it when weapons differ in ways that numbers do not capture, such as range, noise, area or how safe it is to use them. A neat damage table then ranks them wrongly. Judge those by how they play against real enemies.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 41 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Which gun is better depends on how long the fight lasts" (read_entry sustained-damage-versus-burst-with-crits-and-reloads) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP