Health of the attacking sentries
How much the besiegers can take – decides whether you can fight them off or only wait them out.
scum.BaseBuildingAttackerSentryHealthMultiplier=1.000000
What does this setting do?
This multiplier sets how much damage the besieging sentries absorb before going down. It is therefore the counterpart to their damage value: one says how hard they hit, this one says how long they can keep doing it.
It decides the kind of game a siege is. If the attackers are fragile, it becomes a defensive firefight that a well-manned base can win – every shot counts. If they are tough, it becomes a stress test for your walls, where shooting back achieves little and good building materials matter most.
That makes the value interesting for PvE servers: a multiplier around 0.5 turns the siege into an event a group can actively beat rather than merely survive. For most players that feels considerably better.
If your own turrets are meant to join in, their target switch for sentries has to be on – otherwise your defences just watch the siege happen.
Which value suits my server?
0.5 to 1.0. The siege should be winnable.
1.0 (default).
1.5 to 2.5. Shooting back is not enough; the walls have to hold.
What to watch out for
Your turrets only engage sentries when the matching target switch is on. Check that before lowering this.