#Bump up UMRL volley buildup speed towards the end a bit

1 messages · Page 1 of 1 (latest)

agile orchid
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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.

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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

distant isle
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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.

agile orchid
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then that would make the current problem even worse

distant isle
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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.

agile orchid
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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

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the peekaboo thing doesn't really work too well because of the accuracy, and doing that at close range is iffy

distant isle
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Peekaboo is sometimes useful on the capturepoints on Deimus Nexus with the container.

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Especially if the opponent is an ELC tank against which you barely have a chance anyway.

agile orchid
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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

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also the accuracy with the shotgun on a ground bot just sends half of your volley into the ground because of the parallax

distant isle
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Yeah so why only make the end reloadspeed high, when you end up losing a few guns till then anyway?

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If you only shoot 1 you don't risk losing a loaded gun.

agile orchid
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if there was a miscommunication

distant isle
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I perfectly understood, but I think making the start reloadspeed faster would encourage loading more then 1 even at close combat.

agile orchid
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Making the single shot faster and better would encourage people to use the bad and slow full volley?

distant isle
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You use the bad and slow volley if you want to play for minimal exposure.

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Like for example for me when I fly as my hybrid, fly to the cap and do a first strike.

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besides I meant increasing the loading speed of the Missles past the 1st one!

agile orchid
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what

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now you're saying the opposite thing

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I'm lost

distant isle
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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.

distant isle
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I honestly don't mind which way it goes, I want the issue to be solved in whatever way possible.

regal crater
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I've been thinking UMRL would be interesting to potentially have another missile per shot (eg 2->3), lower average damage a bit, and increase the spread.

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At least the burst I agree is rather disappointing sometimes

restive shuttle
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still mediocre

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though atleast usable