With regards to the grappler ammo issue:
My gut reaction was "Ew, what a horrible idea!"
But in reading the thread and thinking about it, I guess it isn't nearly as bad. Those who've mentioned the improbability of using 20 hooks before dying or returning to an Inv are right, it probably isn't going to happen.
That being said, I'd rather see penalties on how its used, rather than making it ammo based. Give it a long refire delay when the cable snaps, and make the hook destroyable (shoot it with a disc, it disconnects). This will give chasers a better chance at catching a capper on indoor maps, and still let the grappler be a very useful tool.
[Energy Pack]
I read comments by the devs regarding the recharge rate of the Energy Pack for light armor. Is this fix going to be included in the patch, or will we have to wait until next?
[VEHICLES]
- reduced bullet damage versus vehicles (chaingun, sniper, blaster) (100%->40%)
- reduced assault ship health (700->600)
- reduced fighter health (150->140)
- reduced tank health (1000->900)
I like the reductions in vehicle health, but don't you think thats a large nerfing of damage, at least for the chaingun and blaster? As it stands, I think the average chaingun user has a hard enough time destroying the two flying vehicles. By greatly reducing the chainguns ability to do damage, as well as decreasing the chaingun's accuracy, I think it will make the AA guns and the Rocket Pod necessities instead of choices.
[Player Physics]
I have no great complaint with the air physics as they are, but I think the listed updates will make the game more soupy. A decrease in gravity is the wrong way to go, in my opinion, to making it feel realistic. I do like the idea of decreased ground force falloffs. As it stands right now, skiing feels like it kills your speed to a large degree.
I await the patch. Obviously until I've played it I won't know how well I like it, but listed above are my initial reactions. Thanks for posting this, KP
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