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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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short input on the auxiliary weapons

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short input on the auxiliary weapons
Offline Haste
01-27-2017, 05:09 PM,
#6
Lead Developer
Posts: 3,659
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Joined: May 2012
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Balance Dev

(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Maxim Chaingun

It somewhat works in jousting-bang-noses-into-each-other duel fights, but ye: in real group fights, it's mainly useless. I love the visuals, the hit animation and the sound and feel. But sadly, it is 100 % useless in chase fighting. I would not say that the ammo is too expensive, the gun is just too useless for the price of ammo.

It's fairly likely I'll trial a version of it meant to be shot seperately, with higher velocity and damage per second, but lower ammo capacity. Something you fire when you see a good opening, but leave unused most of the time unless you want to run out of ammo.

(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Catapult Missile

I agree. I tried Catapults against heavy bombers and there they somewhat work. But against fighters the spread is too much. Either go for... 400 ammo and keep the spread, or reduce the spread and make it more like a careful "align and shoot" rocket than a "generally spam in the general direction when close".

I think reducing the spread and making it viable against fighters will make it "overlap" too much with the Maxim. I'd rather make it more viable against bombers by raising damage and ammo or something.

(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo

The weapon I never understood. Too demotivating for me to miss 95 % and in these 5 % that I hit, I almost orgasm from joy. A really demotivating gun in my opinion.

It works. It always has. It has niche uses in shotgun loadouts, it's very powerful if used correctly. A high skillcap (and floor), non-ammo dependent auxiliary. I think it's fine and it provides a good baseline for power levels of future auxiliary weapons.

(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.

There was nothing wrong with the old guided paralyzer.

Pretty much. Probably reverting that.
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Messages In This Thread
short input on the auxiliary weapons - by Corile - 01-26-2017, 10:06 PM
RE: short input on the auxiliary weapons - by Durandal - 01-26-2017, 11:06 PM
RE: short input on the auxiliary weapons - by Stone21 - 01-26-2017, 11:27 PM
RE: short input on the auxiliary weapons - by Jack_Henderson - 01-27-2017, 01:14 AM
RE: short input on the auxiliary weapons - by Haste - 01-27-2017, 05:09 PM
RE: short input on the auxiliary weapons - by Enkidu - 01-27-2017, 03:07 AM
RE: short input on the auxiliary weapons - by SeaFalcon - 01-27-2017, 05:41 PM

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