I’m almost positive it’s more complicated than that, considering the amount of times iA stated that adding specific interactions and conditions like that is not an easiest job.
Also did four people really need to say the exact same thing? What the hell?
I did this in less than 10 minutes. I doubt IA would need that much time to implement anything like this, especially since he has 3/4 of the code all prepped and ready to be edited and I had to write it from scratch.
And I used JS as an example language because I didn’t feel like opening VS for C#. JS and C# are almost exactly the same anyway, just that C# is much better.
Well, I feel like it’s an inferior damage amplifier. Maybe superior on low difficulties where damage isn’t that important, but you probably won’t end up using any special weapon there, at all. Firstly, you’re screwed with coward and slob chickens. Secondly, how would it work with manual fire? If it doesn’t, manual firing weapons won’t really even get the full boost. Thirdly, this thing will make you overheat so damn quickly.
And if the purpose of this is " It would be really useful for those moments when you’re tired of repeatedly pressing the fire button.", automatic weapons basically get the same benefit they’d get from amps, which is increased dps, aside from the aformentioned downsides.
The only real use I can see from this is using it on Plasma because amps are useless for it(for the most part, although this thing would make it overheat in 2 seconds if it only works on automatic fire).
And, well, combining the two special weapons would be interesting, yes. Except that you won’t get to see it often, because even if you put these special weapons next to each other, you’d have to go through 3 of one kind, first.
A perishable would be interesting, but it would need to be rebalanced. As a special weapon, though, it absolutely needs at least a lower price than amps, seeing as it’s inferior most of the time.
Thank you for letting me know you can code but we don’t know anything about the way iA coded it
Don’t get me wrong, I’d like something like this, I’m just telling it serves mostly the same purpose as amps but we have both Missiles and Mines so there’s that.
annnd just when I was trying to explain why amps are superiour at this state Orandza posted a good explanation about it, so thank you
The purpose of my reply wasn’t to flex with my coding skills thanks. Think in more dimensions than just that, perhaps the person in front of you isn’t trying to be condescending?
Besides IA wrote the game in C++ and I assume that since he has over 20 years of programming experience, unlike me, he would not only find a better way to do it, but he would achieve it much faster.
In that case we can settle on a consensus and talk about the way it could work. Like Orange said, as a perishable it would need some slight tweaking, but if it were a special weapon - big no-no.
Perhaps the already existing Damage Amplifiers could benefit from a fire rate boost as well? I mean, they’re kinda pricey.
Generally speaking, multiplying fire rate is… problematic. Once firing rates exceed 25%-30% of your FPS, you get into a lot of uneven weirdness and missed shots. It all boils down to the Nyquist-Shannon sampling theorem .