tsukiyomaru0 wrote:Bug found: if you keep holding the Primary Fire to deplete your missiles you'll be able to keep shooting forever. Seems there's no limitation to refiring. Only happens with the missiles too.
And in case you need to know: No, didn't use SV_InfiniteAmmo 1 and that CVAR doesn't work with these weapons. Nor does SV_FastWeapons (changing this to 1 or 2 actually makes the weapons SLOWER)
Oh crapbaskets I knew I forgot a bug that I was supposed to fix before launch. Added to the TODO list, also regarding your earlier remarks and stuff
1. Almost everyone these days uses the secondary fire, so why not make use of it for the bombs instead of reload?
I thought about that early on but I think using the wave and plasma beams is a little more important than the bombs
2. Once we get the Ice Beam we are forced to spend it before being able to use the Power Beam, which is bad. Imagine if you were forced to use all your Plasma and Rockets before being allowed to use the Chaingun in Doom, for example.
That's just me taking pages from the original NES Metroid, where the ice beam effectively replaces your standard shot. Granted the wave beam did the same thing but that's why it has its own dedicated button.
2.1 For this, I'd suggest taking the Metroid Dreadnought approach, where each weapon slot is a beam.
2.2 Of course, if this presents problem for the Missiles, just move the Missile Switch to Reload! Simple.
I don't think I'll be doing multiple slots, mainly because you didn't have such a luxury with the NES Metroid, and there'd be some issues keeping every beam mode visually distinct from one another on the rifle.
Spoiler:
3. Feels like the Power Beam is a bit thicker than it should. For example: I couldn't shoot the Shotgunguy behind the Red "doors" in Doom 2 Map02
Now this I agree with, I'll narrow it down in the coming update.