Minigun idea

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
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OneManClan
Site Admin
Posts: 285
Joined: Tue Feb 15, 2011 4:30 pm

Minigun idea

Post by OneManClan »

Ok, I think I fixed the minigun bugs:

1. Where if you changed weapons while firing, you couldn't shoot
2. Where if you changed weapons while firing, your speed stayed slow

The fix should be on the server if you want to test.

Meanwhile, I had an idea... what if:

When firing the Minigun /"Assault Cannon"), you cannot change weapons until the Minigun stops spinning.

I think it makes sense since it is the only gun which needs powering up. Otoh it makes it a bit of a liability, ie it's a weakness. Otoh the Minigun can be made more powerful in other ways to compensate. It does look/seem weird for a HUGE spinning gun to suddenly disappear and be instantly replaced by another weapon, especially the 'powering down' sound suddenly cuts out.

I've coded it, and it's on the server now for you to test and appraise.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Minigun idea

Post by Jonan »

Powering down sound can just be the reverse of power up sound.

You can always lower the cost if you think the balance is gone, say $500 off.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Minigun idea

Post by Jonan »

(1) and (2) were happening to me today. You'd have to switch back to Assault Cannon, let it wind down, then it would be fine again.

OneManClan
Site Admin
Posts: 285
Joined: Tue Feb 15, 2011 4:30 pm

Re: Minigun idea

Post by OneManClan »

Jonan wrote:
Mon Sep 04, 2023 3:15 pm
(1) and (2) were happening to me today. You'd have to switch back to Assault Cannon, let it wind down, then it would be fine again.
Hi Jonan.

Just letting you know I DID read this, but haven't had a chance to work on it yet..

Thanks for letting me know!

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