Charge decay...

#21The_ShaderPosted 12/13/2010 2:56:36 AM
^ But there is no 'electricity' in any of the Trust's weapons. (From The Conduit anyways) But merely plasma. Certain forms of plasma COULD interact or otherwise hinder electronic waves but the ones i see in The Conduit dont appear to be of that variety.

And the Charge Decay i refer to is the ones related to ATTACKING the enemy. Not counting the ARC-Eclipse's invisibility, or the Aiges Device's shield. If all the weapons that have charge attacks recieved charge decay... i could foresee players using human weapons more and more often. They are spammed enough in the first game, I'd like to NOT see any incentive to further their use.
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#22CHAINMAILLEKID(Topic Creator)Posted 12/13/2010 6:15:59 PM
Plasma IS electrical energy. Ionized particles are either going to generate, or be generated by electrical motion.
I'm not sure what 'certain forms' is supposed to mean.
There are certainly different intensities though, like a fluorescent lightbulb which throws off only a tiny bit of heat only only consumes the smallest bit of energy.
But considering that the trust guns are Energy Weapons, and that the fuel cells they use to provide the energy are so intense as to be volatile and unstable, I would just as soon assume that the amount of RF interference being thrown off by them is going to be less inert than a florescent tube.
#23SmallerRidleyPosted 12/13/2010 7:10:28 PM
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#24SmallerRidleyPosted 12/13/2010 7:11:01 PM
Yarr, plasma's going to be throwing around lots of magnetic field.

Thoughts on the topic: Eh, maybe. I can see the cons of having a nerf like that, and the balancing involved, and the glitches that any "simple" change like this would bring about. It would definitely make the weapons more unique, that's for sure.

My preferred charge decay would be peaking at the instant it's done charging then tailing off to something a little less than full:

Or something sinusoidal, which peaks higher than the initial charge and bottoms out almost right at the regular bullet:

Or the most fun one, which explodes at the end:

Or if there's a charge weapon that gains a secondary effect (like fire or wind), the damage goes down and the effect goes up:

But no roulette guns. These charges are somewhere around 10 seconds to get to the end of, except the explody one (more like 20 seconds), so they're easy to time, but can't be held onto forever. In any case, it's kinda way too late to be bringing this up.
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It's ****ing satire, damnit. My quote rocks your socks.