With a Balancing Update in the near-ish future,


(ThunderZsolt) #61

SHOTGUNS

Lower the damage to 50-55 (maybe 60, but that would allow them to 1shot anyone but assaults), it is a roughly 30%
Buff the accuracy, so they can headshot more reliable - maybe even change them to use slugs
Increase their effecctive range. Falloff starts at 2-3 meters (so you can’t 1hit with them over 3m) and slowly decreases. Ideally SMGs would start to outperform them from 10m, but the shotguns should be still usable at the same range as the crotzni with diminishing returns

Redeye

Nerf the duration of the smoke and the goggles as well.
It is insane that he can keep up the smoke almost 50% of the time, and the IR vision 70% of the time - he is not weak at all without his abilities, shouldn’t be able to depend on them this much.

Thunder

I have no idea how to balance him properly, just make him somehow less annoying to play against.
Also, MK46 could use buff, like getting the damage back to 12 from 11 would be perfect, if you should compensate for a heavy nerf on him (shared this just in case :wink: )


(Eox) #62

@ThunderZsolt said:

Thunder

I have no idea how to balance him properly, just make him somehow less annoying to play against.
Also, MK46 could use buff, like getting the damage back to 12 from 11 would be perfect, if you should compensate for a heavy nerf on him (shared this just in case :wink: )

Increasing damage of MK-46 would make its DPS at 145. Considering that this gun is easier to use than K-121, it would make MK-46 the highest DPS primary weapon in the game, and another reason to pick Thunder over Fragger. MK-46 does not need a DPS buff.


(ThunderZsolt) #63

@Eox said:

@ThunderZsolt said:

Thunder

I have no idea how to balance him properly, just make him somehow less annoying to play against.
Also, MK46 could use buff, like getting the damage back to 12 from 11 would be perfect, if you should compensate for a heavy nerf on him (shared this just in case :wink: )

Increasing damage of MK-46 would make its DPS at 145. Considering that this gun is easier to use than K-121, it would make MK-46 the highest DPS primary weapon in the game, and another reason to pick Thunder over Fragger. MK-46 does not need a DPS buff.

You are right, that wouldn’t turn out that well.
However, the MK46 needs something imo, because I would choose the timik 10/10 times if not counting the Stark, which is even more powerful.

Also, I don’t want to make Thunder useless, if he gets a huge nerf, he needs something else to be able to compete - and he MK46 is a good thing to buff, since everything else about him is at least OK.


(Eox) #64

@ThunderZsolt said:

@Eox said:

@ThunderZsolt said:

Thunder

I have no idea how to balance him properly, just make him somehow less annoying to play against.
Also, MK46 could use buff, like getting the damage back to 12 from 11 would be perfect, if you should compensate for a heavy nerf on him (shared this just in case :wink: )

Increasing damage of MK-46 would make its DPS at 145. Considering that this gun is easier to use than K-121, it would make MK-46 the highest DPS primary weapon in the game, and another reason to pick Thunder over Fragger. MK-46 does not need a DPS buff.

You are right, that wouldn’t turn out that well.
However, the MK46 needs something imo, because I would choose the timik 10/10 times if not counting the Stark, which is even more powerful.

Also, I don’t want to make Thunder useless, if he gets a huge nerf, he needs something else to be able to compete - and he MK46 is a good thing to buff, since everything else about him is at least OK.

You could try to lower the spread or recoil first, so the gun gets more stable to make metter use of its gigantic ammo magazine.

People like @Szakalot who used the MK46 more than I do would probably be better at finding a proper buff tho.


(bgyoshi) #65

@watsyurdeal said:

Still not accurate, because now you’re mixing bodyshots and headshots.

As all players do

50/50: 120 damage, 0.33

Which is not a consistent method of measurement

So we are going to compare those 3 damage amounts, and compare. Basically the min number of headshots and bodyshots to deal equivalent damage.
! >
! > M4
! > 84 damage, 0.22-0.56 seconds
! > 126 damage, 0.45-0.9 seconds
! > 168 damage, 0.56-1.23 seconds
! >
! >
! > Crotzni
! > 84 damage, 0.27-0.55 seconds
! > 126 damage, 0.45-0.91 seconds
! > 168 damage, 0.54-1.09 seconds
! >
! > Dreiss
! > 81 damage, 0.2-0.4 seconds
! > 135 damage, 0.4-0.8 seconds
! > 162 damage, 0.4-1.0 seconds
! >
! > BR-16
! > 85 damage, 0.17-0.33 seconds
! > 136 damage, 0.33-0.75 seconds
! > 170 damage, 0.42-0.9 seconds
! >
! >
! > And all of this is backed up by this sheet
! >
! > https://docs.google.com/spreadsheets/d/1lfrz5hOUaihkviy1VIPo4-aCy7hKnMm8y7W4g269t6E/htmlview#gid=0

Assuming vacuum numbers that don’t take into account average player accuracy and assume all shots are direct hits. Consecutive hits with the Grandeur are not nearly as common as consecutive AR/PDW hits as proven…

! > It’s really not that difficult if you’ve been playing this game long enough. Here’s some clips to show how I play.
! >
! > https://youtu.be/QkaznHVu_dc?t=90
! >
! > https://youtu.be/zQ4uzxNq1b8?t=117
! >
! > https://youtu.be/9DH11LP390g?t=12
! >
! > https://youtu.be/BG6N-ErCw98?t=45
! >
! > https://youtu.be/SNkwoCwvn5Q?t=115

In all of your videos here, where your accuracy is about average if not a little less than my padded estimate. I’ve used the Grandeur plenty myself and have relatively the same experience replacing it with a shotgun, albeit the shotgun is about twice as successful with the exception of being used at range, which is pretty much the point.

What’s ironic about the burst damage argument though, is you think the MOA has high burst damage to the body. Yet the Grandeur can outpace even that, where’s your consistency here? Just thought I’d point that out.

Which is wholly false and unrelated. My complaint is that the MOA’s rate of fire is too high and the recoil is too low for what is supposed to be a high damage weapon. This doesn’t mean the burst damage is too high, it means I can reliably countersnipe and beat anybody using the FE-LIX since I have more chances to fire and don’t have to unscope to reset my recoil in case I miss. The damage and DPS are fine. It’s a headshot weapon and bodyshot plinks don’t matter since you only really get one shot due to a massive lack of open spaces and a huge amount of obstacles to hide behind. When you can chase them down like with a Grandeur then it matters, but when you’re not chasing anyone, the only stat that really matters is the ease of getting headshots.

What I WANT is the MOA to either have the same RoF as the FE-LIX and retain the low recoil, or have the same recoil as the FE-LIX and retain the same RoF.

And if you read my post, you’ll notice how I am not neccessarily nerfing the ability to do that, just up to a certain distance.

I’ll reiterate:
If you can iron sight a bunny hopping Aura from across the map with a single-fire low RoF weapon and get a headshot, you deserve a kill.

Also, we have the PDP for that sort of thing, sniping light mercs.

Which is why we have the Grandeur. It’s intended to be a PDP you can hipfire with a higher RoF at the cost of having iron sights and slightly less damage, not a ‘battle rifle’. It originally had a 50% spread modifier so you couldn’t hip fire it, but too many people complained that it was unusable.

And if you’re assuming 50% accuracy with the semi autos you have to assume the same of the other guns as well, but you’re arguing player ability here, not the weapon itself.

And I do.

That stat was to refute the claim that mercs are being taken down in .33 seconds by 2 shots instead of what is more common, which is 2 seconds by 4 - 5 shots instead. Again, this is reflected in all of your videos.

Actually no, I just think it should have some degree of fall off since it’s a Battle Rifle and not a Sniper Rifle, the fact you can hipfire with it is part of that assumption. If you’re allowed to hipfire with it, with the accuracy I’ve shown above, I see no reason it shouldn’t have fall off as it’s essentially a cross between a Sniper Rifle and an Assault Rifle, a middle ground. The double headshots are it’s bread and butter, I don’t think the hipfire should be removed, period. I just think with the fall off added people would have less to complain about in regards from being hit across a map repeatedly by an enemy they can’t see through the smoke. And a chick who can debuff them and deal extra damage with no trouble.

As I said

If you can iron sight a bunny hopping Aura from across the map with a single-fire low RoF weapon and (through smoke) get a headshot, you deserve a kill.

If people are complaining about a merc’s function then fix the function, not the gun, so that…

When you consider the burst damage numbers shown above, and the fact it simply does not lose damage out to extreme distances, it’s easy to see why it’s so powerful. It’s currently the quickest killing gun at any range aside from an instant kill from the MOA. Asking for falloff is hardly a unreasonable change.

All I want is fall off added, faster spread recovery, and a better sight, that’s it. After that any complaints would just be ridiculous in my book.

Even when you consider the other guns Aimee and Red Eye use, the Grandeur really sits comfortably between the options available for them both. You can only spam while sighted, and with hipfire you have to have a careful hand to use it.

…people can still play the merc as the merc was intended to be played and have the options laid out to them. The gun already has fall off that (according to your sheet) lowers the damage by 33%, taking headshots from 80 to 53.6, which is already enough to require triple headshots to kill most mercs. Most of your battles in your videos are between 20 and 40 meters with a considerable edge past 40 meters and a rare few under 20. Your bread and butter double headshot would be removed, as most of your head shots are going to be doing under 60 damage (53 - 59 from 30+ meters) which will take your bodyshots to under 30, and with the RoF as low as it already is, you’ll need 3+ shots to get even an Aura.

Your suggestions even without a change in the falloff would still destroy the weapon’s viability and make it strictly unusable. Where as, as I said, if you just move the fall off to start at 75 or even 50m, instead of 100, and change NOTHING else, you would achieve the effect you’re suggesting without completely removing the gun’s close and long range duality. If you bring it down lower than that then you have to ramp up the RoF so it can compete with a Dreiss. Otherwise it will just always be worse.


(watsyurdeal) #66

@bgyoshi

…people can still play the merc as the merc was intended to be played and have the options laid out to them. The gun already has fall off that (according to your sheet) lowers the damage by 33%, taking headshots from 80 to 53.6, which is already enough to require triple headshots to kill most mercs. Most of your battles in your videos are between 20 and 40 meters with a considerable edge past 40 meters and a rare few under 20. Your bread and butter double headshot would be removed, as most of your head shots are going to be doing under 60 damage (53 - 59 from 30+ meters) which will take your bodyshots to under 30, and with the RoF as low as it already is, you’ll need 3+ shots to get even an Aura.

Your suggestions even without a change in the falloff would still destroy the weapon’s viability and make it strictly unusable.

um…

Have the fall off start at around 20 meters and end at 40 meters, 75% of the damage.

In case that is not clear enough for you, 75% of the base damage, so from 40 damage down to 30, so 60 damage headshots, two are enough to Skyhammer, and a bodyshot and a headshot are enough to kill a Proxy.

The rest there is no point in responding to as you basically glanced over it and ignored what I said.


(bgyoshi) #67

@watsyurdeal said:

um…

Have the fall off start at around 20 meters and end at 40 meters, 75% of the damage.

In case that is not clear enough for you, 75% of the base damage, so from 40 damage down to 30, so 60 damage headshots, two are enough to Skyhammer, and a bodyshot and a headshot are enough to kill a Proxy.

Damage fall off % is the damage reduction. 33% fall off means 80 - (80*.33) = 53.6 damage

75% fall off means 80 - (80*.75) = 20 damage

If you’re meaning to retain 75% of the base damage then you’re talking about 100 - 75 = 25% fall off, which is less fall off than it has now.

@watsyurdeal said:

The rest there is no point in responding to as you basically glanced over it and ignored what I said.

If you say so.

Or you can read what I said and note that I responded to every point you made.

But sure.


(watsyurdeal) #68

@bgyoshi said:

@watsyurdeal said:

um…

Have the fall off start at around 20 meters and end at 40 meters, 75% of the damage.

In case that is not clear enough for you, 75% of the base damage, so from 40 damage down to 30, so 60 damage headshots, two are enough to Skyhammer, and a bodyshot and a headshot are enough to kill a Proxy.

Damage fall off % is the damage reduction. 33% fall off means 80 - (80*.33) = 53.6 damage

75% fall off means 80 - (80*.75) = 20 damage

If you’re meaning to retain 75% of the base damage then you’re talking about 100 - 75 = 25% fall off, which is less fall off than it has now.

Yes, that’s why I added the clarity there, 40-30 damage, since evidently I wasn’t clear enough.

@watsyurdeal said:

The rest there is no point in responding to as you basically glanced over it and ignored what I said.

If you say so.

Or you can read what I said and note that I responded to every point you made.

But sure.

Your responses are basically a few words, or ignoring the points I was making about the Grandeur’s strengths. Which is a consistent TTK, at basically any range that matters, and the burst damage and overall dps being higher than the other guns. In the sheet the falloff is 4x that of the M4, so falloff on the Grandeur basically does not exist in most of the firefights you will be in. And as I showed you the burst damage is extremely high, just one headshot and you’re pretty much golden against everyone except Fragger or higher. A headshot and a follow up bodyshot is pretty easy.

And you can criticize my accuracy but I was hitting most of these people before they could even fire back at me. They had no time to retaliate. If you’re talking about a fair fight here, then maybe, but it really depends on my accuracy vs other players.

The mechanics are already there, all it would require is changing the falloff from 33% to 25%, and reducing the range from 5000/10000 to 2500/5000. That’s not a lot to ask for.


(bgyoshi) #69

@watsyurdeal said:

Your responses are basically a few words, or ignoring the points I was making about the Grandeur’s strengths. Which is a consistent TTK, at basically any range that matters, and the burst damage and overall dps being higher than the other guns. In the sheet the falloff is 4x that of the M4, so falloff on the Grandeur basically does not exist in most of the firefights you will be in.

You’re still comparing functionally different weapons. You can’t reasonably compare the M4 or any automatic rifle to the Grandeur in any capacity because they’re used in different ways. And if what you’re trying to do is show a disparity between close range weapons then yes, obviously single-fire weapons are going to be outclassed by automatic ones because that’s the point of them. They don’t have sustained fire and missing with them is more detrimental than missing with an automatic rifle. The only chance you have against them is the higher damage output per hit. Trying to calculate the amount of damage you do in .33 seconds is unreasonable because it is not a realistic measure of an in game fire fight. And even if you tried to make it a reasonable measure, reducing the ability to deal 80 - 160 damage in .33 seconds kills the gun because, as I said, the only way you have to survive against close range automatic weapons is by stringing together 2 hits at once, because you lose the fight if it stretches out past half a second.

Single fire weapons are meant to give you the option to fire at range with no damage reduction, because you lose every 100% accuracy fight against automatic rifles. The closer you get, the easier it is to aim, so it stands that the closer to your target you are, the harder the fight is when you have a single fire weapon. All primary weapons have higher headshot and bodyshot DPS than the sniper rifles because they’re supposed to be the most efficient at close to mid range, where as single fire is supposed to be mid to long range. And your videos prove more than anything that the Grandeur was most effective when you kept your enemies beyond 40 meters from yourself. Exactly as expected.

This is the fundamental issue with your argument that I’m trying to break down. I keep comparing it to the Dreiss because the Dreiss is the only other single fire weapon used in the assault rifle class, which is what you want to settle the Grandeur into.

And as I showed you the burst damage is extremely high, just one headshot and you’re pretty much golden against everyone except Fragger or higher. A headshot and a follow up bodyshot is pretty easy.

And yet you seemed relatively unable to do it, which… again, is normal for everyone, and not a bad thing. I’m pointing out that you’re exaggerating “easy” because… it’s not pretty easy, and it doesn’t happen very often.

And you can criticize my accuracy but I was hitting most of these people before they could even fire back at me. They had no time to retaliate. If you’re talking about a fair fight here, then maybe, but it really depends on my accuracy vs other players.

I’m not criticizing your accuracy I think it was just fine.

Most of them had plenty of time to retaliate and either did real bad against you or were fighting more than just you. Again, I wouldn’t say you had stellar game play which isn’t a critique, it means you weren’t showing off the totally broken OP performance that people complain about. Your performance was exactly as middle ground as I expect from above average or experienced players.

The mechanics are already there, all it would require is changing the falloff from 33% to 25%, and reducing the range from 5000/10000 to 2500/5000. That’s not a lot to ask for.

It’s still substantially worse than the Dreiss and you will notice an immediate drop in your performance at close range. The RDS scope you want will not be useful at close range and your long range performance will disappear.

I mean it. The weapon’s damage is fine as is. If you want to remove the long range functionality then you have to change the function of the weapon. If you want a shotgun, then use a shotgun. A shotgun with a slug instead of spread is meant for long range fighting. Single fire weapons are meant for long range fighting.


(watsyurdeal) #70

@bgyoshi said:

I mean it. The weapon’s damage is fine as is. If you want to remove the long range functionality then you have to change the function of the weapon. If you want a shotgun, then use a shotgun. A shotgun with a slug instead of spread is meant for long range fighting. Single fire weapons are meant for long range fighting.

It has hipfire for a reason, the ads aspect of it is merely there to control the spread, and allow you to fire as fast as possible and hit people. Adding a scope would only help that, and adding falloff in the way I described means you only have that one shot ability against Sparks and Aura up to a certain distance, after that it’s all about double headshots, which people should be more than capable of.

I don’t want another PDP, I want a semi automatic battle rifle,the Dreiss is the more spammy brother, while the Grandeur is harder hitting, but of course harder to use as well. But when used right it’s extremely rewarding. Essentially it’s Dirty Bomb’s version of the Ambassador from TF2, which I also have a lot of experience in using.


(Melinder) #71

@watsyurdeal @bgyoshi

Too much stuff to read, though I read the last 2. From those I agree with yoshi that the damage should remain the same, but the rate of fire should be reduced. Single-fire weapons without a scope are a medium-long range weapon by nature, and so they should be punished for close range use. They should be outclassed by automatics up close, and have a diverse but somewhat even playing field against weapons like the Stark.


(watsyurdeal) #72

@Melinder said:
@watsyurdeal @bgyoshi

Too much stuff to read, though I read the last 2. From those I agree with yoshi that the damage should remain the same, but the rate of fire should be reduced. Single-fire weapons without a scope are a medium-long range weapon by nature, and so they should be punished for close range use. They should be outclassed by automatics up close, and have a diverse but somewhat even playing field against the weapons like the Stark.

It’s already slow enough as it is, any slower then it’d be useless. Besides, you can’t really fire it as fast as possible from the hip, you gotta take your shots carefully like you would with say, the Deagle in Counter Strike, or the Ambassador in TF2, you have to offer a delay between shots.


(Melinder) #73

@watsyurdeal said:

@Melinder said:
@watsyurdeal @bgyoshi

Too much stuff to read, though I read the last 2. From those I agree with yoshi that the damage should remain the same, but the rate of fire should be reduced. Single-fire weapons without a scope are a medium-long range weapon by nature, and so they should be punished for close range use. They should be outclassed by automatics up close, and have a diverse but somewhat even playing field against the weapons like the Stark.

It’s already slow enough as it is, any slower then it’d be useless. Besides, you can’t really fire it as fast as possible from the hip, you gotta take your shots carefully like you would with say, the Deagle in Counter Strike, or the Ambassador in TF2, you have to offer a delay between shots.

With how fast it is now it rewards aggression far too much. I hate to use a term like peekers advantage, but with the Grandeur, it’s too easy to close out a fight by landing the initial shot on an unsuspecting target, leaving them on -80 hp before a fight has really begun. The fire rate is fast enough that you’ll get your second shot off around the same time the other player shoots back, which to me is too quick.

The only way to contain the weapon, and have it specialise in one range, and not all, is to reduce its fire rate. Alter it’s damage, and you risk making it underwhelming.


(watsyurdeal) #74

@Melinder said:
With how fast it is now it rewards aggression far too much. I hate to use a term like peekers advantage, but with the Grandeur, it’s too easy to close out a fight by landing the initial shot on an unsuspecting target, leaving them on -80 hp before a fight has really begun. The fire rate is fast enough that you’ll get your second shot off around the same time the other player shoots back, which to me is too quick.

The only way to contain the weapon, and have it specialise in one range, and not all, is to reduce its fire rate. Alter it’s damage, and you risk making it underwhelming.

You would have the same result if you nerfed the rate fire.

The only way to resolve that issue is to increase the spread bloom per shot, how much the cone of fire grows, but also increase the recovery time. So you can’t fire as fast as possible, but are rewarded for paitience with consistently accurate shots.

So ideally, 0.167 seconds of time it should take for the bloom to fully settle. So adsing you can fire accurate shots at about 180 rpm. But with hipfire, you"d be doing about 120 since you are waiting for your accuracy to reset.


(bgyoshi) #75

@watsyurdeal said:

So ideally, 0.167 seconds of time it should take for the bloom to fully settle. So adsing you can fire accurate shots at about 180 rpm. But with hipfire, you"d be doing about 120 since you are waiting for your accuracy to reset.

And all of your damage arguments assume hip firing at 180 rpm, not 120 rpm. Otherwise your burst damage “.33 second” figure shifts to .5 seconds instead, which is again exactly on par with your M4/Crotz/etc calculations.

The weapon is also completely impossible to compare to the Ambassador which had 1.5 times the RoF, 2-shot every non-overhealed class in the game, which had much slower characters by comparison.

And every time someone mentions it, I never understand what they mean by the Grandeur being hard to use in any way. It’s easier than most weapons by far, on par with shotguns in simplicity.


(GatoCommodore) #76

@bgyoshi said:

@watsyurdeal said:

So ideally, 0.167 seconds of time it should take for the bloom to fully settle. So adsing you can fire accurate shots at about 180 rpm. But with hipfire, you"d be doing about 120 since you are waiting for your accuracy to reset.

And all of your damage arguments assume hip firing at 180 rpm, not 120 rpm. Otherwise your burst damage “.33 second” figure shifts to .5 seconds instead, which is again exactly on par with your M4/Crotz/etc calculations.

The weapon is also completely impossible to compare to the Ambassador which had 1.5 times the RoF, 2-shot every non-overhealed class in the game, which had much slower characters by comparison.

And every time someone mentions it, I never understand what they mean by the Grandeur being hard to use in any way. It’s easier than most weapons by far, on par with shotguns in simplicity.

but it seems newbies avoid using grandeur and play with the spammier dreiss

its not fast enough that one would call it easy, its more like “if i use it more i can use it better” type of gun.

you cant compare grandeur with shotgun. Shotgun is easier to use than grandeur by miles since you have multiple pellets and big spread.


(SaulWolfden) #77

Fletcher and Vassili nerfed to 100 hp


(bgyoshi) #78

@GatoCommodore said:

Shotgun is easier to use than grandeur by miles since you have multiple pellets and big spread.

Perhaps easier to get a higher accuracy rating on, but for killing it’s pretty much identical. You center the crosshair on the body or head and fire. Just because bad aim means more misses with the Grandeur doesn’t mean the gun is harder to use. On the flipside, you can have a perfect center mass shot with a shotgun almost completely miss due to bullet spread. Harder to use implies a strategically different approach to the weapon, like with ARs or burst weapons, that is more difficult to grasp than other weapons. That is simply not true for the Grandeur, it’s just a shotgun that can shoot far too.


(watsyurdeal) #79

@bgyoshi said:

@GatoCommodore said:

Shotgun is easier to use than grandeur by miles since you have multiple pellets and big spread.

Perhaps easier to get a higher accuracy rating on, but for killing it’s pretty much identical. You center the crosshair on the body or head and fire. Just because bad aim means more misses with the Grandeur doesn’t mean the gun is harder to use. On the flipside, you can have a perfect center mass shot with a shotgun almost completely miss due to bullet spread. Harder to use implies a strategically different approach to the weapon, like with ARs or burst weapons, that is more difficult to grasp than other weapons. That is simply not true for the Grandeur, it’s just a shotgun that can shoot far too.

Then the easiest solution would be increase the bloom, or have it go to max spread right away on the first shot, and reduce the spread recovery. So you can not spam it and hope to hit anything, but you are encouraged to wait between shots. As long as it’s pinpoint accurate from the hip for that “take your time” style, I’d gladly take it.

If I only have to wait 1/12th or 1/6th of a second before firing my next shot, and that next shot is going to hit that head no matter how far, I am taking it.


(bgyoshi) #80

@watsyurdeal said:

Then the easiest solution would be increase the bloom, or have it go to max spread right away on the first shot, and reduce the spread recovery. So you can not spam it and hope to hit anything, but you are encouraged to wait between shots. As long as it’s pinpoint accurate from the hip for that “take your time” style, I’d gladly take it.

If I only have to wait 1/12th or 1/6th of a second before firing my next shot, and that next shot is going to hit that head no matter how far, I am taking it.

The same effect could be achieved by cutting the RoF almost in half, taking it from 180 to 120 or 100. That would reduce the spamability and “burst” damage while retaining it’s function as a long range weapon. It would reduce the ability to use it like a shotgun while not eliminating the close range capability. You could still run in to fights like you want, but you wouldn’t get punished for spamming as you suggested, and would instead just be forced to be slower with it. If you want to encourage the player to shoot once every half second instead of every 1/3 second then make the gun shoot that slow by default.

I.E. the same suggestion but with the mantra of giving it a function instead of punishing the player for “using it wrong.”

It’s not a bad idea and would probably make people complain about it a lot less.