DRL > Requests For Features
Chaingun Overhaul
Kornel Kisielewicz:
Well, we have one topic of Chainguns being underpowered, and one topic of them being overpowered... Cool xD
MetaEnigma:
Actually, I quite like this idea--even if it more ascetic then tactical. What if we examined the percentage of turn that it takes to fire the chaingun? Say, 5 founds take the entire turn, it is a waste if your enemy dies in 2 shots (especially if you have multiple targets).
So, how about this: a controlled burst of between 2-3 shots that take only 50-75% of a turn and long bursts that fire 5-6 shots but take up 100% of a turn. Further, these full-bursts could be used sequentially (say getting an extra-maximum of one or two shots per turn), but with penalty to accuracy when the target is changed (after all, if you have the trigger glued down and you change targets, the bullets have to go somewhere--and could hit multiple targets).
Potman:
--- Quote from: Kornel Kisielewicz on October 25, 2007, 15:05 ---Well, we have one topic of Chainguns being underpowered, and one topic of them being overpowered... Cool xD
--- End quote ---
Nyu-huh, Kornel. Gots it all wrong. What we have is one topic of Shotguns being underpowered, and one topic of Chainguns being boring.
DaEezT:
--- Quote from: Potman on October 26, 2007, 00:02 ---[...] and one topic of Chainguns being boring.
--- End quote ---
huh?
The current Chaingun is fine. Turning it into some kind of assault rifle with a two shot burst and 100% accuracy is what would make it boring.
Don't fix what ain't broken.
Zeb:
--- Quote from: Potman on October 26, 2007, 00:02 ---
--- Quote from: Kornel Kisielewicz on October 25, 2007, 15:05 ---Well, we have one topic of Chainguns being underpowered, and one topic of them being overpowered... Cool xD
--- End quote ---
Nyu-huh, Kornel. Gots it all wrong. What we have is one topic of Shotguns being underpowered, and one topic of Chainguns being boring.
--- End quote ---
I think he was referring to my topic about SoaB. I could be wrong though. :>
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