It feels like in a much better state now but it still feels like there's not much reason to charge a volley. Shooting one rocket every 1 second or so almost always feels like the better solution since you drill their bot better and take off their guns, instead of sitting there charging the volley while they shoot them off. This is already a thing but it feels like a super miniscule time cut off towards the end of the volley. And the delay after shooting a full volley cancels it out. You could have charging volleys be the option at close range with the bad accuracy and then single/double shots for people that are far away.
#Bump up UMRL volley buildup speed towards the end a bit
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if it proves to be much dps i think making it more inaccurate when fully charged would be a bit more interesting
It already exists, but I think it would be interesting to inverse the build-up
The first rockets get loaded fast and the last ones take longer to load.
then that would make the current problem even worse
i think a quick startup reload speed would make fights in which no cover is prominent more considerable for the UMRL user and they get to now get to choose if they want to do that or utilize longer reloads with peek-a-boo tactics.
well it would, but I think it would be more fun if the shotgun sort of shooting was actually good at close range instead of just using it like a walmart SMG at all times
the peekaboo thing doesn't really work too well because of the accuracy, and doing that at close range is iffy
Peekaboo is sometimes useful on the capturepoints on Deimus Nexus with the container.
Especially if the opponent is an ELC tank against which you barely have a chance anyway.
right but 90% of the time in rc and procelio when you're challing somebody at close range you're both out in the open strafing around each other
also the accuracy with the shotgun on a ground bot just sends half of your volley into the ground because of the parallax
Yeah so why only make the end reloadspeed high, when you end up losing a few guns till then anyway?
If you only shoot 1 you don't risk losing a loaded gun.
My point was the opposite, the end reloadspeed should be faster
if there was a miscommunication
I perfectly understood, but I think making the start reloadspeed faster would encourage loading more then 1 even at close combat.
Making the single shot faster and better would encourage people to use the bad and slow full volley?
You use the bad and slow volley if you want to play for minimal exposure.
Like for example for me when I fly as my hybrid, fly to the cap and do a first strike.
besides I meant increasing the loading speed of the Missles past the 1st one!
I don't know the exact numbers, but imagen the first needing 2 secs, the second 1.8 secs, the third 1.9 secs, the forth 2 secs, the fifth 2.25 secs and the final 2.5 secs to load.
I honestly don't mind which way it goes, I want the issue to be solved in whatever way possible.