Overdrive for Hypergun

It would. It’s just that an “alterate firing mode” (whether that’s manual vs automatic clicking, or overdrive) would give a little bit more depth to the gameplay. This is why I want to exhaust all possibilities of making it work before scrapping it.

The reason manual was a problem was due to autoclickers – because they give you the performance boost without requiring the corresponding skill (not to mention boosting beyond human capability). Autoclickers are no longer relevant, since it’s only single-tap vs double-tap now.

This is because your assumption is that overdrive must confer a benefit. And maybe it does, currently. But we can try to negate its benefits enough so that it becomes an alternate style of play, instead of a better style of play.

I see your point.

It would help diversify the weapons roster a bit more.

That’s still on the table.

I haven’t even looked at it yet. I’m sure all weapons function fine, with or without overdrive. That’s not the issue I’m addressing here, however. To me, assigning overdrive to all weapons is saying: well, you can fire at 100%, or you can fire at 150% – which do you prefer? Not much of a dilemma. Instead, it could be saying: you can choose between this weapon (which has overdrive), or that weapon (which doesn’t have overdrive, but – crucially – makes up for it in some other way).

A related issue is that I think weapons (taken as a whole) are currently causing too much damage . This would partly explain why people are finding SSH easy. My inclination would be to reduce DPS across the board, rather that exacerbating the problem by adding +50% to it (or at least split the difference, so -25% DPS + 50% overdrive = +25% net gain)

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