Check that an upgrade really makes the weapon better before it is sold
An upgrade adds damage but shrinks the magazine, and the player pays good materials for a gun that kills slower. The numbers on the card look bigger, the fight feels worse. This entry compares two builds by what they do over a whole magazine and reload, not by one stat.
Why this works
One number can hide a loss. A weapon is good at two different jobs: hitting hard now and keeping it up over a whole fight. Measuring both before sale shows when a bigger figure on the card makes the fight worse, and naming a trade-off honestly lets players choose with open eyes.
When not to use it
Do not judge by these two numbers when a weapon wins through something else, such as range, silence, area or a status effect. Compare such weapons by playing them, and use this check only to catch upgrades that are plain mistakes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 19 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that an upgrade really makes the weapon better before it is sold" (read_entry upgrade-must-raise-sustained-damage) 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