I'm trying to make a top-down game using Javascript and Pixi which involves multiple different guns.
Instead of giving each gun an individual damage value, I wanted to calculate the damage by the bullet's dimensions and velocity as it leaves the gun (which is all available on Wikipedia).
However, I'm having issues where despite some damage values looking okay (e.g. UMP-45 has about 40, Mac-11 has about 22, TEC-9 has around 35 and Glock has about the same) some values are too high to offer a challenge to the player (AK-47 has 110, M4A1 has 220, Desert Eagle has 100+).
The current calculation I'm using is:
\$ \frac{velocity \times bullet\ length}{1000} \times \frac{bullet\ radius}{2}\$
Or in pseudocode: (velocity*bulletLength/1000)*(bulletRadius/2)
Anyone have any ideas for tackling this issue, or is it best to just use straightforward values? The game would be a horde-like sandbox game, so the damage values can't be too low or it would be almost impossible.