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Super Ghost Energy Draw 3.0

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#41 Vellron2005

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Posted 17 June 2018 - 11:40 PM

View PostManDaisy, on 16 June 2018 - 09:41 PM, said:

I know no one is gonna like this. But what if ghost heat were scrapped and there was a delay in firing(an artificial energy draw) proportional to your damage output. Pgi wants chainfire and longer times to kill.

You could finally make jump jets worth something, due to making poptarting difficult.

Of course weapons that already are charged, gauss and RAC should not be counted in this.
Hey racs become useful!


How about no?

Charging made the Gauss riffle silly and I've almost never used it since.. I don't want every weapon to be like that..

#42 PocketYoda

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Posted 18 June 2018 - 05:26 AM

There already is a delay on firing.. Its called ghost heats and jamming..

#43 Tom Sawyer

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Posted 18 June 2018 - 10:57 AM

Make it so that for every weapon of the same type you chain fire there is a geometrically increasing chance that one or more of the weapons explodes. Because you know PGI physics are awesome.

#44 Dogstar

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Posted 19 June 2018 - 12:56 AM

View PostDogstar, on 17 June 2018 - 01:08 AM, said:

Dual HGR/AC20/UAC20 is a problem however - either it needs to be an exception (thanks to the short range/cooldown) or it has to be chain fired (players will complain endlessly)


I realized what the fix for gauss could be - include the charge up time as part of the calculation and it's perfectly fair.

Single gauss = 15 damage = .5 sec charge up time
Single heavy gauss = 25 damage = .9 sec charge up time (ish - didn't do any maths to get it exact)
Dual gauss = 30 damage = 1 sec charge up time
Dual heavy gauss = 50 damage = 1.8 sec charge up time (ish)

You would need to allow gauss to be held charged for longer though





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