There won’t be any major changes in August, but I’ve made a note to look at this in September.
However, the case so far doesn’t seem compelling. Arguably, a player who can use multiple different weapons effectively has greater skill than the player who uses a single weapon throughout the mission.
In principle, I like the idea but:
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Having cooldowns only in multiplayer is a no. Cooldowns (if implemented) will need to apply equally to all missions.
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It’s probably better if cooldowns aren’t simple delays between successive uses, but they are actually “X maximum number of uses in the last Y seconds” (this is the same as the charge/heat mechanic). So in an emergency you can fire e.g. 5 missiles all together, but then you have to wait until your missile ‘stock’ replenishes itself.
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I’m not sure how effective they would be in combating the problem they are trying to solve.
Anyway, will revisit in September.