Dual Rail Gun Solution
Imbaxlax
Join Date: 2013-08-08 Member: 186656Members, Reinforced - Gold
The current dual rail gun implementation suffers from two issues
1. Being able to fully charge both rail guns simultaneously isn't a viable option, as it would output too much damage too quickly.
2. Completely locking out the other rail gun while one charges reduces the fire rate to a point where the second rail gun is all but worthless, and the claw + movespeed is far better in almost all cases.
Here are three suggestions I have to remedy this issue.
First, instead of having an identical second rail gun, have a "pulse" rail gun, that basically fires automatically while holding down at 1 shot every 0.5 seconds, dealing 75% of an uncharged rail gun shot. Pierces targets like a normal rail gun. This offers a high rate of fire alternative to kind of make up for the missing claw, and can be fired at all times, even when charging up a shot on the other rail gun.
Second, give the railgun exo an energy pool to draw on for charging up shots. This energy pool would, at its maximum, contain enough energy for 1.2 fully charged shots. The energy pool regenerates a constant amount when a rail gun is not firing, so that at maximum regen, when both rail guns are not firing, it regenerates 2 times this constant amount. The rail gun is instantly discharged upon exhausting the energy pool (though can still remain at full charge for a short amount of time providing you don't exhaust the energy pool). The optimum usage of this would be to charge one rail gun, and after a certain amount of time (say 60-70% charged) the energy regen from the idle gun would have been enough to put you at almost enough energy for another complete rail gun shot, which would be primed 0.5-0.75 seconds after the first goes off.
Third involves changing the way the crosshair works for the exo, both exos. Instead of having the crosshairs meet in the center, having them spaced a realistic distance apart as would be the case if both weapons were aimed parallel to one another.
So instead of your crosshair being like this * with all shots converging on the single point
it would look like this * * with a shot from each weapon converging on its respective crosshair
This would prevent exos from outputting massive amounts of burst damage at very long ranges, providing the target is small enough. A skulk would be killed in one shot from a single weapon regardless. A lerk or gorge would be able to fit inbetween the gap (preventing them from being hit by both shots) at a range of greater than +- 8m. A fade might need to be a bit farther away than that, and an Onos would be big enough to be largely unaffected by this change.
1. Being able to fully charge both rail guns simultaneously isn't a viable option, as it would output too much damage too quickly.
2. Completely locking out the other rail gun while one charges reduces the fire rate to a point where the second rail gun is all but worthless, and the claw + movespeed is far better in almost all cases.
Here are three suggestions I have to remedy this issue.
First, instead of having an identical second rail gun, have a "pulse" rail gun, that basically fires automatically while holding down at 1 shot every 0.5 seconds, dealing 75% of an uncharged rail gun shot. Pierces targets like a normal rail gun. This offers a high rate of fire alternative to kind of make up for the missing claw, and can be fired at all times, even when charging up a shot on the other rail gun.
Second, give the railgun exo an energy pool to draw on for charging up shots. This energy pool would, at its maximum, contain enough energy for 1.2 fully charged shots. The energy pool regenerates a constant amount when a rail gun is not firing, so that at maximum regen, when both rail guns are not firing, it regenerates 2 times this constant amount. The rail gun is instantly discharged upon exhausting the energy pool (though can still remain at full charge for a short amount of time providing you don't exhaust the energy pool). The optimum usage of this would be to charge one rail gun, and after a certain amount of time (say 60-70% charged) the energy regen from the idle gun would have been enough to put you at almost enough energy for another complete rail gun shot, which would be primed 0.5-0.75 seconds after the first goes off.
Third involves changing the way the crosshair works for the exo, both exos. Instead of having the crosshairs meet in the center, having them spaced a realistic distance apart as would be the case if both weapons were aimed parallel to one another.
So instead of your crosshair being like this * with all shots converging on the single point
it would look like this * * with a shot from each weapon converging on its respective crosshair
This would prevent exos from outputting massive amounts of burst damage at very long ranges, providing the target is small enough. A skulk would be killed in one shot from a single weapon regardless. A lerk or gorge would be able to fit inbetween the gap (preventing them from being hit by both shots) at a range of greater than +- 8m. A fade might need to be a bit farther away than that, and an Onos would be big enough to be largely unaffected by this change.
Comments
While I love the idea of a 'pulse' railgun this would require a new weapon and kind of breaks the continuity.
However the dual-crosshair solution would work great for what its meant to and also add a bit of flavour to railgunnin'
And slow down the movement reduction.
Railgun is supposed to be "agile" "fast" with a good burst anti-lifeform(skullk/lerk/fade)" Right ?