Secondary fires.
Nukoe
Join Date: 2012-08-05 Member: 154821Members
Any plans to implement secondary fire for more marine weapons? I recently started playing, and don't know exactly how much has been tweaked/added/removed...but I have noticed a lack of secondary options. The rifle has a melee attack, which is fine(if not a little boring), but what about the other weapons? Any plans? I'd really love to see something done with that. Add a little more interactivity and variety to the marines, and make each weapon feel a tad more unique. I saw the rifle have a grenade launcher in the trailer, haven't seen it in-game yet....and I heard something about a laser for the pistol? Sorry for my ignorance, again, I'm new.
Comments
The grenade launcher attachment for the assault rifle was removed from the game as it was believed to be over powered. The current grenade launcher is a placeholder from NS1 and will be replaced with a new model in one of the next patches.
The grenade launcher upgrade for the rifle has been replaced by the grenade launcher, since it was op, and trivialised the normal rifle. The design goal for weaponry is to have very distinguished roles for each weapon.
Ah, that's a shame. Wish they had been able to balance it, much cooler as an attachment. Do you know of any plans to add secondary fire modes for anything else...or is the game going in a 1 fire mode direction?
<!--quoteo(post=1957842:date=Aug 5 2012, 01:59 PM:name=3del!)--><div class='quotetop'>QUOTE (3del! @ Aug 5 2012, 01:59 PM) <a href="index.php?act=findpost&pid=1957842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The secondary fire of the pistol (laser pointer) was removed 1-2 patches ago. I don't really know why though.
The grenade launcher upgrade for the rifle has been replaced by the grenade launcher, since it was op, and trivialised the normal rifle. The design goal for weaponry is to have very distinguished roles for each weapon.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can respect that, having each weapon with a specific role so they don't overlap. If that's the case, I wouldn't mind seeing more minor upgrades for the weapons. For example, that laser sight seems like it could be a researchable upgrade that could apply to the rifle/pistol and shotgun. Nothing too overboard like a grenade launcher attachment, but something. I believe those weapons would still fill their respective role without an overlap even with a common upgrade.
Having little upgrades seems like a pres sink for usually limited resources. If they were worth it, it would add some balance issues. Personally I think it is good as it is now.
Shotgun doubleshot would be nicer, fires 2 shots but pauses so you cat pop up a third in time to make it op.