Fix, remove weapon switching causing refire setting on the same weapon
In some ways I agree with Mr.Carlyle, this is a deadmatch game, and it should has strong weapons. But mind it, all games have rules. A basic rule in all games is the refire time. A "feature" that lets a player with the right knowledge to play against the default rules is an exploit.
Better yet lets just punish all those who have spent a huge amount of work trying to hone a skill...
Reflecting to this. Sorry, I can't remember everybody in this great community, that who and when joined us, but those who started with 1.0 might remember, that the laser in the beginning had waaaaay less push power and it refired much more faster too.
Esteel and me were the first ones, who tried trick-jumping in nexuiz, and soon we discovered, that the laser is a very neat tool to move around. I was sitting hours before my pc playing the game, looking around maps where to find some neat spots where to perform a trickjump. And I was so happy when I found some and actually I could do them!
And then came 1.2, and suddenly all my work and knowledge was lost, becouse the laser's power got increased, and all my hard work became suddenly soo easy a baby could perform them. I wasn't happy, in fact I was very angry, but things go this way...
Let's face it: Nexuiz is an open source game with a small developer team, and like many other projects like this, much of the decisions of the "now how?" 's are made by it's fan-base. The game is evolving so rapidly, it almost "lives". Monitoring the forums there are 3 mayor issues right now: the "wtf to do with th crylink", the "we need new models" and this one. This one is similar to the crylink in some views: some would like this way, some in the other. The best thing is to wait what the majority wants, and I'm sure the developers will make their decisions in that regard, and I'm pretty sure, that nobody will get angry abuot it.
If the decision is to keep the exploit, I think it's the best to document it in the readme, and include the script too. Imho it distracts some people to use it (I'm sure it would distract me to use another button to run the script while amiming), so it will be the player's choise to use it or not.
There's another way btw to solve this problem: why not lower the second or third shot's damage, document this, and add an extra button for "Nexgun combo", so this could be a feature?