It's slightly weird because primary attack uses more than 1 ammo per shot and sometimes you get stuck at 2 and cannot fire it.
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Next time don't inject code into the .uax to stop compiles, super simple to remove, do it elsewhere where Hex editing would be harder like .ukx.
We have not injected anything into uax, so what do you mean exactly?
Well that's wierd, the .uax has all the code of the .u and when trying to compile the actual .u into another package will get type mismatches and everything else cause the code already exists within the .uax
Other things seem to break aswell such as the fire sounds will never play correctly instead play there base class version, the secondary fire will also not freeze zeds
I just checked the uax file. Somehow the code in there too, I dont know why. Why do you want to recompile it? We will push out a new BETA version tomorrow with most of the bugs fixed!
I really think the damage modifications need to be rethought out and this pretty much nails the issue on the head.Overall, in current shape, the gun just enhances crappy playstyle. It makes broom closet camps even easier, to the point of being laughable. It also favors crappy shooting due to the removal of headzones, aids support AA12 bodyshooters, nade and commando spammers. At the same time, it has little to no potential use for skilled players. I'd really hate to see it becoming a next scrubgun.
It should fully compensate lack of headshots.
A 33% reduction to headshot damage would be a much better idea than removing it completely since, as vealck pointed out, this completely kills a sharpshooter's ability to, well, be a sharpshooter. 33% means that the sharpshooter needs to put in 3 times the headshots they originally needed to. This is a drain on ammo and time, something you don't have much of during waves 8 -10 in the late wave time.
Shattering effect (breaking ice) is under construction. It will be there on final release.
Sharpshooter's headshot multiplier is taken into account in freezing calculations. But Cryo Gun is off-perk weapon, so sharpie has only 50% headshot damage bonus, which in turn leads to 50% faster freezing. It is barely noticeable, but for example, 6p HoE Gorefasts or Husks decapitated by Sharpshooter freeze until death while decapitated by other perks unfreeze and keep moving.
Headshots disabled because of both: technical and balance reasons. From gameplay aspect it would be too easy to do headshots on still target. But from technical view... You know, it is KF: who can guarantee that zed's head on server side is in exact place where client sees it?
Secondary fire's blast radius appears too wide. I agree with that. But lowering it down to 0 is not an option. I tried it already. It ended up with small Clot in front completely blocked and made impossible to freeze big fat Bloat behind. Maybe we need to set the radius somewhere in the middle...
I don't think the 5x damage bonus really can compensate because that means the player might as well be support. This mechanic brings up issues of dominant strategy.@Skell
Explosive damage bonus is limited to 2x. Players can hold M32+Freezer, but there is no place for pipebombs then, which is fair trade imo.
Theoretically ice should completely stop pellets from flying through, but it is impossible to implement without overriding zed classes or shotgun projectiles.
Damage bonus set to 5x for non-explosives in beta 2 just for testing purposes. It should fully compensate lack of headshots.