1- Seems to be able to cast it out of it's range
2- Has issues when shooting from or into different heights
3- It inmediatly loads up the shell when used, leading to "double shots".
Pershing - HVAP ability
31 Oct 2015, 01:57 AM
#1
Posts: 8154 | Subs: 2
31 Oct 2015, 04:30 AM
#2
1
Posts: 2307 | Subs: 4
I have no idea why they even implemented the ability like this, why not just make it load 1 round into the normal gun?
31 Oct 2015, 07:09 AM
#3
Posts: 4928
I have no idea why they even implemented the ability like this, why not just make it load 1 round into the normal gun?
Not how it works. Every ability is a separate "weapon" with the exception of a few. The problem is when it switches to the new weapon file, the old one is disregarded, including cooldown and reload. They could make it a timed ability, but that has more limitations including not being aim-able and wasting your munitions if the gun doesn't fire.
31 Oct 2015, 07:31 AM
#4
4
Posts: 4301 | Subs: 2
it has indefinite range as long as it does not hit the terrain i found.
and you can click outside of your indicated range to cast the ability, removing the skill factor to it.
for me, best fix would be fix the double shot, make the indicated range 20 (the shell still goes on indefinitely), and not be able to cast it by clicking outside of the indicated range, so that you can't snipe vehicles from so far away so easily.
and you can click outside of your indicated range to cast the ability, removing the skill factor to it.
for me, best fix would be fix the double shot, make the indicated range 20 (the shell still goes on indefinitely), and not be able to cast it by clicking outside of the indicated range, so that you can't snipe vehicles from so far away so easily.
31 Oct 2015, 08:00 AM
#5
Posts: 1304 | Subs: 13
It should be easy to fix the double shot part I think. Give the weapon an aim-time so it can't fire instantly when using that round and when the action is complete, force a reload on the main gun.
The same thing is done for StuGs, Pumas, and Jacksons(when the HVAP timer is out) to prevent double shots.
The same thing is done for StuGs, Pumas, and Jacksons(when the HVAP timer is out) to prevent double shots.
31 Oct 2015, 08:24 AM
#6
Posts: 110
If you fix the double shot the muni cost needs to be considerably decreased.
31 Oct 2015, 08:40 AM
#7
Posts: 473
Permanently BannedIf you fix the double shot the muni cost needs to be considerably decreased.
Agreed, but not so low that it can be spammed. Cooldown time should remain the same.
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