Because if you have a mini gun you have the advantage anywhere.
I don't mind it slowing us down while shooting, but why does it have to slow you down when your trying to move away. What was the point of this, it's not as major as the bar nerf the bar only got a clip reduction while the minigun gets something like this?? I rather have a clip reduction then this. Make it like a 30 clip, but just please take away the speed reduction. Please just let this be a test like you did with the bar guys. I'm just speaking my opinion here.
I can't change the direction of the wind, but I can adjust my sails to always reach my destination.
-Jimmy Dean
I don't think you'd be able to move quickly if it were IRL..
When I first saw it's 'performance' this came to my mind.
It's like how you're carrying a Minigun irl and it's load is 15KG. Of course you'll be struggling a hell lot of time just carrying that gun everywhere with you.
I don't know, that's just my own mindset.
- - - Updated - - -
Or something like this:P
Still not fair how they did this now. we would have been used to it if it started like this, but after all those times I said I wouldn't waste my time on waste less digging for months this is actually the first time I did it and it backfired horribly. I guess we're just going to have to deal with it. I'll still use it of course.
I can't change the direction of the wind, but I can adjust my sails to always reach my destination.
-Jimmy Dean
I agree 100% with xstarx. Not only does it add fairness to the gun, it also adds a realistic trait to it. It's probably why people looked really silly when PKing with it before the nerf.
I think it's a good idea to have it slow the user down while they're firing; perhaps even stop them completely.
But to have the slow effect continue 0.9 seconds after the last bullet has been fired sounds a bit absurd; and stunts those of us who tapfire the gun.
It's obvious that something needed to be nerfed to compensate for that high RoF.
In the past(on PC Era), when we had a gun with a high RoF, we'd compensate that by adding a high freeze to it.
So while the user could spam bullets, they'd be met with a freeze noticeably higher than guns that had average RoF's.
On iEra though, this has been impossible until now.
Somewhere along the transfer from PC to the iOS server, the gun script was changed to where Freeze and Timeout(RoF) are conjoined.
On iEra, Fire Rate(timeout) can never be lower than the Freeze.
Even if we set a gun to have a freeze of 0.16 and a fire rate of 0.01, the fire rate will rest on the freeze, making it 0.16.
It's for this reason that Bitz/Rec had to sacrifice damage and reload speed on the minigun, because they couldn't sacrifice anything else.
Evidently they've been reading the message boards, and perhaps have some personal insight that told them that it wasn't enough.
They felt that the MiniGun was still too OP, and in seeking for a new remedy to nerf it, they've had somebody add a stat that slows the user down.
Notice, I said: "until now"
Behind this "nerf" on the MiniGun is a fricken' awesome silver lining.
They've added a new stat to the gun, that modifies the player's walk speed after firing the weapon, for a designated amount of seconds.
I've been playing with this stat for the past two hours now.
While it may not have been their intention, it is once again possible to give guns a high RoF, and compensate it with freeze.
This is fricken' major, and I'm absolutely thrilled that this has finally happened.
This will give us more flexibility with setting gun stats in the future.
Once I post this, I'm going to go throw down at the PK Arena for a couple hours and try out a new alternative nerf for the MiniGun.
It'll be on my own personal test gun, so don't get excited-- it still has to go through the current GA's before it's set in stone.
Last edited by Meph; 09-11-2014 at 08:43 PM. Reason: It wasn't Snk