
Originally Posted by
BiTzSam
For someone who "doesn't have chem" (looks at profile picture) you sure are very defensive of any changes to it.
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Anyway the proposed change isn't exactly working out. The recharging ammo script is done a bit differently and doesn't seem to work with weapons with two fire modes. Kinda annoying since I feel the recharging ammo would have fixed the issues with chem. Which means option 2 which may result in a firerate nerf, damage buff rebalance.
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The rebalance will pretty much make it a different gun. What i'm considering is nerfing freeze from 0.1 to 0.2, nerfing firerate from 0.11 to 0.3, nerfing clip from 36 to 30.
But
Then buffing the damage from 3-4 to 9-10 and removing the firing movement speed penalty, and then reducing the reload time on the slime gun.
Effectively making it a slower BAR that also deals explosive damage with the added benefit that the bullets have a higher hit radius. I believe the explosive damage has the potential to deal 16 or so damage if you get hit by the bullet and an explosion. Haven't trialled it so not sure yet. If it's too strong (People are getting 4 shot kills) then i'll change the damage up again but this way the chem gun still is a strong/ usable weapon as it's comparable to the bar, potentially better in some situations as your bullets may damage them due to the enlarged hit radius that otherwise would have been dodged by the bar.
However, this also fixes one of the major issues the chem gun has created, that had severely impacted basing being the explosive spam and everything that led to. Doesn't take a whole lot of basing against it to realise this.