Power now increases with heat level (5 levels, x2.5 max)
Increased overheat time @ power 10 to 8.8s (from 5.7s)
Gifts/powerups still reset heat to 0%. Although this is counter-productive for this particular weapon, I think it’s more important to keep a consistent approach. Besides, being at high heat levels always runs the risk of overheating, so it’s not like it’s the preferred state no matter what.
Not many changes here, because Moron is not only meant to function as a starter weapon, and has some features specifically targetted at helping beginners. To this end:
It has fairly high damage output at low power levels (even higher that some ‘legitimate’ weapons)
While it’s true there’s a higher risk of overheating, that is what the rework is about - giving the player higher damage for taking a bigger risk. It’s supposed to make the weapon one that requires more skill to use, and if newbies want to use it, they can stick to around 50% heat, so they can still deal decent damage, while having a lower risk of overheating. And that’s why it would be good if the weapon had its overheat set to 50% instead of 0% when you get a powerup - you don’t really have a reason to stay at 0% no matter what kind of player you are.
So if it was under 50% heat then it would be heated up to 50%? Instead we can make a new rule to halve the current heat when picking the powerups (ex. If you’re in 70% then picking powerups make it to 35%). True, it’s nerf to almost every weapon, but it would benefit weapons with heat related mechanic.