Buffing railguns from 95% useless to 90% useless
Idleray
Join Date: 2012-10-04 Member: 161464Members, Reinforced - Shadow
Remove the god-awful hold & release firing mechanism and just make it click to fire.
You could
1. Give the option to bind charge-up to another key, i.e. Press F & click
2. Just plain remove the mandatory discharge so you can hold a fully charged blast at all times. So simply: click & wait & click etc. If you click too soon you get a weaker blast.
3. This would be awesome. Give rails an "overcharge" button that allows you to continually fire fully powered blasts for a short time and then having to cooldown like miniguns do. The dps from firing & cooling down would be lower than just charging up as normal and firing, but would give rails the option of doing burst damage.
You could
1. Give the option to bind charge-up to another key, i.e. Press F & click
2. Just plain remove the mandatory discharge so you can hold a fully charged blast at all times. So simply: click & wait & click etc. If you click too soon you get a weaker blast.
3. This would be awesome. Give rails an "overcharge" button that allows you to continually fire fully powered blasts for a short time and then having to cooldown like miniguns do. The dps from firing & cooling down would be lower than just charging up as normal and firing, but would give rails the option of doing burst damage.
Comments
You can't even hide behind hive as they travel through all creatures and alien buildings. They just shoot you while you're trying to heal through the damn thing
While this could cause the Railguns to have a more clear use, the buff itself would be bad for the gameplay.
also because jetpacks shotgun is just flat out better sooner. and exos suck at moving. also, dualies are just better.
I used to love the railgun in combat mod but it's not very good at all any more.
... in a 24p pub game, maybe. You cannot afford to keep 1 player permanently behind the lines (especially not in a shiny, expensive and extremely vulnerable deathbox) in a competitive game. It's a waste of map control, it's a waste of p.res and also the t.res invested in researching it. It does not allow you to stop resbiting at natural extractors (even though at least the speed of the single railgun is now acceptable), due to its fragility and cost.
Sure, in a massive derpfest it can be fun to sit in base turtling away with your pew pew exo, but I for one don't think this game should be designed or balanced around 24player public servers.
The hold n release mechanic is hard on the wrists of many people and for me personally it screws with my aim.
More than anything related to the actual effectiveness of railguns, it's simply a strain on the hands to use this hold and release mechanic so its plain not fun.
I refer you to my point above. I agree that in a 20-24p server environment, an exo is a formidable force in good hands and doesn't need further buffing (though I agree with Idleray's request for more user-friendly mechanism of firing the railgun).
But the exo in 6v6 or 8v8 is a Bad Idea(TM). You need a minimum of 1 welder with it, which massively reduces your ability to maintain map presence. The only means of saving an exo from a rush is by beaconing, due to them not being able to phase, and that action destroys your map presence. You make that exo a target for swarming, which kills that marine's p.res (and if you've been res-biting to make the most of the exo's lack of map coverage, then that p.res destruction is very valuable).
I specced a comp game recently where a very very good player had an exo in an attempt to finish off the aliens. Now that exo did manage to kill numerous skulks and 2 fades (it was a dual minigun, not a rail), but the marines lost the game very soon afterwards: they could not defend their RTs from harassment while the exo was out, because it was 1 exo and 1 or 2 light marines for welding/protection. They tried to push a hive, and couldn't for fear of losing the exo so had to retreat: then all their res was lost behind the lines, the jetpackers were picked off, the exo was swarmed (eventually), and suddenly marines went from 6 extractors, 4 jetpacks, 1 dual minigun, to 2 extractors, no jetpacks or exo, and they lost all their map control and very soon after they lost the game.
And that was with probably one of the best aimers in divs 1-3 combined piloting the exo.
Just make dual rail shots ½ damage, with 2x rate of fire, and able to load simultaneously. That way no OP full load double rail whammies, but still the delight of doing double rails just for the kicks. Or instead going left-right-left-right. Since you'd have 2 rails with 2x speed that'd be FOUR TIMES MORE RAIL BLASTS, PEWPEWPEWPEWPEW! Now that'd look friggin' awesome.
Railgun exos exotic power is that they shoot through everything, so they can ignore all the marine backs around them.
Which is nice.
If there is a lot of marine backs to shoot through.
Add the fact that it highlights aliens through structures, lol I see a fade hiding behind the hive pew! Oh wait I not only killed the fade but 2 random skulks and that shade...
No one is buying dual rails anyway.
Yeah, that added an extra dimension to game play, back then, when someone said exo inc. I would despair a little and know we need better team work to kill it (ie. rush together for a swarm, or force a beacon and get the exo alone). Now, someone says Exo, inc. I would go to the exo alone and have a decent chance of taking it down as a lone skulk - not really, but can get about 4 bites in).
More like if you CAN'T aim. Miniguns have a rather large spread.
... "some people think they can outsmart me... maybe, maybe... I have yet to meet one that can outsmart bullet." - heavy.
I guess that leave rail-guns for pub's where "pew-Pew-pew" and pop goes the lerk!
Pistols should be the line.
The spread won't affect you that negatively if you aim at the center of the life form. Seen that video of the guy in a duel exo aimbotting? Killing ANYTHING in less than half a second, fades included.
If you have good aim you can make pretty much any weapon work
Actually, adding an extra purchasable "armor pack" that added 200 armour, slowed you down and made it impossible to beacon you would make that a personal option ... should be easy enough to create a mod that did that, now that you have upgradable Exos already.
Agree x 50
... i think you just described a turret with shitty aim.
I am okay with this because they don't take any skill to use other than aim, so they should just be left for gibbing stupid lerks in combat mode.
Especially not when said weapon has a cone of fire