The only real problem with increasing the rate of fire on the SNG is the firing will no longer correlate with the player_nail firing animation if viewed in DM or coop. Frames are set at 0.1 seconds each, which is what the SNG fires at without modding I believe...this is why my assault rifle has such a slow rate of fire. I originally liked 0.8 seconds per shot. A combination of player think functions may resolve this, I'm going to play around with it some more.
If you want SNG gibbing even with the less damaging SNG shots, you can always add code to the SNG fire function that checks if the player has a quad, then triple the damage done.
EDIT: oops just realized smith just said that lol
If you want SNG gibbing even with the less damaging SNG shots, you can always add code to the SNG fire function that checks if the player has a quad, then triple the damage done.
EDIT: oops just realized smith just said that lol
Comment