Forums » Bugs
Aeolus Light Rep Early Discharge
While charging the light repair module, if your battery charge empties before the repair module has fully charged, then the module fires even if the trigger is still being held.
Heh, I though my mouse was going bad when I first encountered this.
Heh, I though my mouse was going bad when I first encountered this.
That's actually a feature. Since there's no more energy, it fires.
But there is still energy: the charge rate. The repair gun should simply continue charging at that lower rate.
I have to agree wish Lecter on this one. I find it highly annoying that weapons just fire off instead of charging at the slightly slower rate..
How about this, The gun needs a constant recharge rate or else the recharge matrix collapses due to a negative feedback on the power couplings.
Hey, you don't have to make sense, so do whatever. Just don't expect to say something flatly wrong and expect everyone to reply with "Oh man, Ray's explanation is totally acceptable."
Heh.
Since there's no charge indicator, players wouldn't know exactly when it's done charging. I suppose they'd notice that their energy is recharging after a while, indicating that their gun isn't charging up any more.
Since there's no charge indicator, players wouldn't know exactly when it's done charging. I suppose they'd notice that their energy is recharging after a while, indicating that their gun isn't charging up any more.
That's how the other charge stuff works in VO, yeah.
What makes this annoying is that you have no control of when the shot fires if your battery charge drains. I think it would work better to have the repair module stop charging if the battery charge runs out and retain whatever charge it has at that time. That way you can still fire at your convenience, but if you don't budget your energy you'll end up with shots that aren't fully charged.
It seems to me that this limitation is imposed to prevent equipping lots of repair modules. The above implementation should still maintain this restriction. I rarely equip more than two at a time anyway because of their high mass, but maybe that's just me.
It seems to me that this limitation is imposed to prevent equipping lots of repair modules. The above implementation should still maintain this restriction. I rarely equip more than two at a time anyway because of their high mass, but maybe that's just me.
meh, all you need then is binds to charge and hold the charge on each cannon, wich isnt hard. chage them one or two at a time.
Hmm yeah I suppose they don't auto-fire when they are done charging, why should they auto-fire when they stop charging for any other reason?
I think meridian has a good solution.
But like look... mentions, you can sort-of get around the problem anyways, so just let the weapons charge more slowly.
I think meridian has a good solution.
But like look... mentions, you can sort-of get around the problem anyways, so just let the weapons charge more slowly.