[quote=“shiningCanteloupe;69734”] I disagree with giving them an extra revolver, because then you’d be able to use the ability and switch to another revolver; which means missing with the ability wouldn’t be as punishing.
As a way to balance it I’d give it a brief cooldown to prevent spamming, would 10 seconds be fair?[/quote]
My main problem with having the ability use the secondary is that it limits the damage capability of the ability. I actually looked up the damage values per shot of each weapon to give a more meaningful response. Here’s the thread I found if you want to check it out: http://forums.dirtybomb.nexon.net/discussion/1866/weapon-damage-test
Correct me if I’m wrong, but what I imagined that the rate of fire for hammer tapping would be something maybe a little faster than the Blishlock (/nBqAXM5gY20?t=36s). Most of the pistols do around 20 damage per bullet, with the exception of the S&W doing 27. The Blishlock does 18 damage per bullet. This would mean that if the ability used their given secondary, then the merc would essentially just get a blishlock for 6 shots. If they had the S&W as their secondary, it would be comparable to having an automatic Dreiss. The reason I’m saying they should have the weapon as their ability is because then you could give them a gun that does something like 40 damage per shot without the merc actually having something so crazy powerful in their loadout.
I’ll give a more well rounded comparison of what I’m suggesting and what you’re suggesting.
Your suggestion would cause the ability to not be very powerful (at most killing one merc) but always being readily available due to a shorter cooldown and readily available ammo. This would lead to a merc meant for mid range but can protect himself if caught in close quarters. My suggestion would cause the ability to be decently powerful (at most killing one Rhino, two Sawbonez, or three Auras) but need to be saved up to be effective (bullets regen and would not be readily available). This would lead to a merc who could be comfortable hanging back at mid range, but could use his ability to make large dents in close quarters.
I don’t think missing with the ability should punish bad aim in the way you’re describing. I’ll use Nader as an example. Say you empty you grenade launcher on an enemy and miss most of the shots and only do a little damage. Being able to still finish off the enemy with your SMG does not make it a positive exchange for you. It’s it’s own punishment to have wasted the grenades. Not to mention that if you miss that much, you’d probably lose the fight anyway.
I agree that they should be an assault merc considering the ability is entirely towards damage output. I like the idea of the merc having mid range weaponry as it gives the merc more play style options and has them rely on their ability for close range. Considering this merc would likely be assault, I think it’s totally necessary that their ability have a large killing potential.
EDIT: deleted the youtube.com portion of the Blishlock url to prevent the video from obnoxiously embedding