#Tusk and Fowler charge mechanic

6 messages · Page 1 of 1 (latest)

echo hollow
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Tusk has a fire rate of roughly one round per second. However, it can charge up between shots, which takes about a second, meaning it can maintain maximum fire rate with maximum accuracy. This is very odd to me, because this goes against the entire concept of these weapons. Fowler and Tusk seem to be designed in a way that makes you choose between charged shots (slow and precise) or uncharged shots (rapid and inaccurate). If you can have the accurate shots with the rapid fire rate, the charge mechanic becomes redundant. If you were to remove the charge mechanic and keep the fire rate as is, Tusk would perform exactly the same.

I suggest giving players the option to utilize uncharged shots. Remove the ability to charge between shots, but increase the fire rate. Make players choose between accuracy or fire rate. Right now you can have both and that's not how these weapons should work.

mossy bobcat
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I feel like at least some of this weirdness is due to you being able to begin charging the next shot before the weapon is actually ready to fire. In most games I've played:

  1. Weapon fires
  2. Delay happens- the time you normally have to wait between shots
  3. The weapon is now ready to fire, and / or begin charging.

In this game:

  1. The weapon fires
  2. The delay begins, BUT ALSO you can begin charging now.
  3. Once the delay is over (there's no obvious indicator that it is), you can fire. If you try to fire BEFORE this point, your charge will reset, but the weapon will not fire.

I don't think it would be a good idea to "fix" / change this behavior, since it would be a fairly large nerf without some other buffs to compensate. If accompanying buffs WERE made though, I think it would make for a more intuitive / less awkward weapon experience.

echo hollow
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Increasing the fire rate from 1 round per second to 4 rounds per second should be enough to make tusk usable the way I imagine it should be. Allowing the weapon to charge between shots just makes it so you never need to use it in an uncharged state.

hollow hazel
# echo hollow Tusk has a fire rate of roughly one round per second. However, it can charge up ...

While I don't have anything to say about Fowler. I do for Tusk.

Tusk is in a very good spot. It might not look like it, but it is. The fire rate is 0.9 seconds to fully charge it. The actual fire rate is weird. I think it's the same as the charge rate. When you max it out. The fire rate is much much lower. I think it's 0.5 seconds. Might not seem like a lot, but, it is. The charge rate is exactly 1 second. While I don't see an issue with it..... well, that's because I don't see an issue with it.

Tho I will say this, don't fully charge Tusk, charge it to 70% and it'll be about the same. Just a slightly wider spread.

The way that Tusk functions as a weapon is fine. It requires more skill and knowledge to use, use that to deal more damage, etc, etc. I think that's really good. The issues that I see with the weapon are if it gets buffs. If it gets a buff towards anything, it could mean the difference between a good shotgun, to the most OP weapon.

mossy bobcat
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I don't want to see it get buffed, either. The time to kill in this game is already getting extremely short in a lot of cases.

muted bolt
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I do think that this should be implimented, but for a different reason. I don't use tusks very much, but when I do, I notice that sometimes when I attempt to fire uncharged shots, I'll accidentally charge and release before the weapon will allow me to fire. This results in the charge meter going down, but the shot never occurring. If you have ever tried spamming the uncharged shots a little too quickly, you'll know what I'm talking about. This would be a good solution to this problem.