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After more testing, 2 projectiles are here to stay, because it’s the best change that can fix inconsistent overkilling damage without increasing the fire rate to a level abnormal to this weapon type.
This time update removes the risk of committing to a lengthy attack and makes the 1→2 projectiles change more palatable, since it’s now an almost immediate burst—100 milliseconds is the lowest possible time for both projectiles not to feel like they’re fired simultaneously, yet still be different compared to automatic weapons.
Other stats, as well as the light variant, are updated to keep charge lances balanced, as per the original reimplementation. The only notable mention is the damage change (22→18) that sets it below the next health threshold, so you’ll start seeing fewer overkilled body parts.
Regarding trigger happy, I think that the impact of that trait is really negligible when applied to the new charge lance, as the trait only shortens the aiming time of the weapon (which currently sits at 1.4). The majority of the waiting time still sits between the first and second shot and the cooldown time.
>It still has 1 less range than an AR with a little less dps
That’s a weird one, my simulations told me the DPS should be higher, could be statistics vs how it’s actually perceived in-game. Perhaps, how the heavy variant is balanced right now makes it a good fit for trigger-happy pawns, but not much else—I’ll need to investigate.
>All in all, its still hard to use the heavy charge lance vs the AR. Any chance for further tweaking?
Absolutely. I’m waiting for a bunch of mods to update to 1.5 to get another thorough-thorough look at it in-game, maybe you can suggest something in the meantime, now that you played it for a bit? I’ve tried applying some additional on-hit effects when I was redesigning the rifle (e.g. stunning), but applying, say, a stun 100% of the time was too much, and introducing more dice/chance felt unreliable.
Maybe changing the base numbers isn’t enough to fix the lance after all and it needs some help with additional effects—thanks for the feedback, I’ll try something in the coming days to see if I can address the kiting issue, but I can totally see that a pawn having to commit to an attack for a couple of seconds might be a problem and should definitely be rewarded.
All in all, its still hard to use the heavy charge lance vs the AR. Any chance for further tweaking?
>As a mechanitor main, this makes me very happy.
If I understood this correctly: the light lance used by lancers in this mod is almost identical to the charge lance from the base game as we’ve always known it—no major upgrades to effectiveness here.
>how about create a player-only lancer mech that carry heavy charge lance?
I don’t think it’s needed balance-wise—it’s out of scope for this mod; I just wanted to plug holes in the design. If you want more firepower, consider getting Alpha Mechs or Machines of War . There’re probably even more options out there.