(05-19-2012, 03:50 PM)Samual Wrote: the juggling aspect of laser will be gone, it's true.
And that's unfortunate. Long-range juggling is perhaps a nuisance. But short-range juggling + nex makes for an important combo, as you can't dodge nex when in air. You often go to grab nex but simply dont have mortar yet and then laser comes handy.
There is a remedy tho. I would suggest to leave primary of Spawn Weapon to be exact laser, including juggling. Secondary might become the melee replacement. There are several advantages to that:
1) Players don't need to adapt to secondary for jumping, which will save a major hassle for many
2) There is still a fully functional laser in game, including juggling. And that is really unique aspect of this game. Its worth preserving.
3) The whole system is simpler, as Spawn Weapon doesn't have a different action against you than against other players.
The only drawback is that you loose "mid-to-long range attack of energy" that's supposed to replace shotgun. That, imo, is a lesser evil. Its unlikely that this energy attack will make upfront for the uniqness/usefulness of the current laser.
Regarding mutators - is my understanding right, that these features will be guarded by cvars (and models will be left in the client), so the former balance is still in codebase? I hope so...