06-26-2021, 02:56 PM
(This post was last modified: 06-26-2021, 02:57 PM by kyle2143. Edited 1 time in total.)
(06-25-2021, 12:59 PM)unfunnyperson Wrote: Pulse mode is just stupidly overpowered and is in the armory for a reason.
I made the pulse projectile for the lawbringer, not the pulse rifles. So you've got it backwards. I'm generally against removing content as a first response to some problem in balance or general gameplay issue, I'd much prefer to try to workshop it some.
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I've never really considered pulse mode particularly strong, but maybe that's due to personal bias for having both made it and played the game years ago when guns were much more powerful than they are today. I felt like they aren't really dangerous enough for pulse rifles to have been put in the armory, but eh.
My opinions on a change to pulse mode for the lawbringer are mostly in two different camps:
A. Start with keeping it mostly the same, but changing its throw distance/stamina damage dealt to be based upon how far it has traveled. Sending people flying further and doing more stam damage, the closer you are to the shooter.
B. Completely rewrite the projectile to fit more with my original inspiration that I sorta just gave up on out of laziness. And that is basically the pulse gun from Minority Report. Make it short range, wide spread. So it really is completely useless unless you're within like 3/4 tiles of the target.
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Also, I saw an idea for replacing it with emp mode. I'm gonna veto that one straight up. I think that that is opening a terrible can of worms you're not considering. EMP is far more imballanced than a single decent stun projectile. It used to be only from AZ and traitor gear, I think it was a very strange addition to add it to secoff's general toolkit.