Oblivion {l Wrote}:I strongly disagree. The Plasma is very hard to dodge by virtue of the large splash area.
Agreed. I barely use it, and I find when I do, I can land many hits with it. You just have to get the lead right and it's a very effective weapon given its ~18dmg, rather fast fire rate and fast projectile speed (early 1.2 setting)
Chasm {l Wrote}:I personally like the idea of the weapon jamming, but only where a skillful player has explicit factors they can control to avoid it. (like not trying to fire when reloading) I also think there should be a chance of these weapon malfunctions when cancelling grenades, plasma secondary, rockets mid-fire by changing weapons or reloading.
I like the idea of weapon jamming too. I like it a lot actually, as it demands more attention to how you fire, and requires skill to master avoiding jamming. The idea yes, the implementation, no. My beef with the weapon jamming in RE is how it is currently implemented. It seems rather silly for your weapon to extravagantly explode and drop from your hands and leave you unable to do anything whatsoever. I don't like it.
Personally, I think a better implementation would be for...well, a jam. The weapon locks up (maybe new animations and sound effects? :D) and you cannot continue reloading or firing. (but still able to switch weapons, as this would seem a logical option in a firefight) You would need to spend a set amount of time to unjam the weapon (that weapon jam time var) and it would only count if the weapon was in your hands. That way, you'd be physically unjamming it. (can't do that without the gun in your hand :P)
Just an idea. Not sure how much work the animation and sound would be given the skill of a few individuals here, but the coding part might be a challenge...or it may not be. What do you think, quin?