Fix, remove weapon switching causing refire resetting on the same weapon
I haven't contributed to this topic any of the other times but I've been thinking about it a lot. As long as the bug/feature is there, I'm going to use it or its like competing in the special olympics or a walking contest. I (ab)use it well. However, I think it should change.
I do like what it's meant allow and I prefer to use it that way. I like firing the nex, alt firing mortar and firing nex again in 1.6s. Its good so long as the nex isn't firing again magically faster than its usual rate.
As for playing with this bug/feature, it feels like you have a reload. Consider a game that reloads your ammo when your clip runs out, but also allows you to reload manually, faster. The player is rewarded for planning ahead by reloading.
*** Maybe the nex's alt fire could be a reload set to 1.0/x secs? ***
As is, the swap is a little buggy. The results are not consistent. Sometimes the swap will animate the nex going away, the laser appearing, the laser going away and nex appearing. Sometimes the swap wont even show the laser but theres some odd delay before the nex refires, but sitll under 1.5s. Even taking the human factor out of this and scripting it does the same inconsistent results. Sometimes 1.0, 1.1, 1.2
Slightly OT but I saw someone else mention it. I think think the RL is a bigger problem than the nex with this bug/feature. The problem doesn't show up in ctf because the maps are open but on smaller maps. As big as the blast radius is, the edge shouldn't do 50 dmg. I spend a lot of time on the edge of the blast thinking I'm just out of range and then bam, 50dmg. 10 or 20 tops would be a great edge damage.