@Altobe
This has to be resolved, as it is a day-to-day issue experienced by both the people in front, and behind the Nex [literally]; this problem is also beginning to fracture the Nexuiz community.
@s3cc0
Correct.
@morfar
I can direct you to an old thread '...perfect weapon balancing...' in the 'Nexuiz, Gameplay' board, it is where esteel accuses [or even frames!] DivVerent of implementing the bug, with a log of an SVN revision IIRC; please reread the 3rd sentence again out loud.
@Urmel
First of all, please make clear of what you're voting for, secondly, this poll is deciding what to do about the bug, the fate of Nex will be determined after this poll; Minstagib was much more popular before ai's successful request to increase the Nex refire time, in order to use Minstagib as 'Nex training'.
@Mr.Carlyle
The previous refire time on the Nex was 1300 milliseconds [including animation time], the current one is 1800 milliseconds; however due to DivVerent's weapon switch resetting refire time, it became possible to lower the refire time to 600 milliseconds; the difference, nonetheless, between this and laser-jumps, is that laser-jumps are an ENJOYABLE part of the game.
@tZork
If so, we'll have to redesign the concept of the Nex, currently it is an heavy antimatter/matter particle railcannon, so any changes reflect on the model, and the background behind the Nex; just as the Machine Gun fires [presumably] 12.7 mm rounds in a bullpup configuration [presumably as well], just remember the developers intention to never cut the balls off a weapon [UT style!].
@Dave
Ah, so you've fallen into the group of professional gamers who play to win, I suppose not having equal refire times would put you at a disadvantage, no?
@C.Brutail
Yes, refire time is a basic restriction that shouldn't be avoided, but your method is a bit haphazard because other weapons are affected by this exploit as well.
After replying to mostly everyone's posts, I suggest this: Giving the Nex an alternate fire-mode to satisfy both it's major uses, light at a 1000 millisecond refire, and ~100 damage, and heavy at a 200 millisecond delay, 1800 millisecond refire, and ~200 damage; possibly with an explosion on impact].