For the AR (like the minigun I didn't use this one all that much as well):
The AR seems like it took a compromise between the range of the sniper and the fire rate of the minigun and would probably attract players that play other shooters and would enjoy a reward for aiming well so if you don't stop shooting for a little more then how long it takes to reload the more shots that land means that you build up damage as you land more shots (how much damage depends on how punishing not landing shots is), another tweak to make the gun more interesting is gambling where there is a small chance (to account for how many shots you fire per second) to apply some sort of status effect to you or the enemy you shoot that can stack if you proc it again (could have multiple effects that interact/ if the enemy has one effect applied the next proc will apply the same effect/ just applies a different effect).
#some weapon specific tweaks (I'm not telling u which one this one is, you have to read the post)
4 messages · Page 1 of 1 (latest)
If any dev reads this, please tell me what you think of my ideas. I would appreciate feedback as it helps me in how I think about things and it genuinely makes me happy to think about that type of thing.
Can you rephrase not sure i understand, you want the quad cylinder to take longer to reload the more shots you miss?
nah, just less dmg bost build up, like a combo