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Pax Charge's ammo regen is way too slow.


Vali
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As it stands, using Pax Charge pretty much ups your reload time from 1.3 - 2.3 seconds to a whopping 6-7 seconds. The recharge delay on it seems to be about 2-3 seconds, so maxing the Arcane only actually improves the reload time to 5-6 seconds, which is terrible. 

IMO, the charge rate should scale along with the rank of Pax Charge, since as it is, its incredibly slow.

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Knowing what your kitgun parts are would help.

Anyway, the delay is based on your reload speed, and at rank 3 it's 'reduced' by 50% (a bit misleading here, the effect is actually +50% reload speed). The charge rate isn't confirmed yet, but so far everything I've seen points to it being dependent only on the chamber and nothing else. Even at rank 3 charging from 0 to full is indeed slower than a normal reload, but it's not supposed to be faster as you get a slew of other perks

-You literally cannot run out of ammo completely

-No need to worry about knockdowns interrupting your reload, it'll reload automatically when you're down

-Similarly, a free reload when using abilities with longer cast times, hacking, meleeing, reviving, whatever

-When you recharge without fully emptying your clip it takes less time, unlike a normal reload which is always the same time

-You don't even have to think about it

If you measure your shots properly instead of spraying bullets everywhere, the natural pauses will ensure you never even empty your clip. Unless you encounter something tough enough that you'd be better off using your melee anyway.

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4 hours ago, vFlitz said:

1) Anyway, the delay is based on your reload speed, and at rank 3 it's 'reduced' by 50% (a bit misleading here, the effect is actually +50% reload speed).

2) The charge rate isn't confirmed yet, but so far everything I've seen points to it being dependent only on the chamber and nothing else.

1) This needs to change. Either in description, or in effect. Because in contrast to reloadspeed mods, the Arcane is ACTIVELY misleading.

2) Yes, the "approximate" values seem to be:

Catchmoon 5/sec
Tombfinger 10/sec
Gaze + Rattleguts 20/sec

Imo, either the rechargespeeds need to be increased by about 50%, or the delay-reduction on the Arcanes needs to do what it they say they do.

For example; A Rattleguts with its base values of 1,3s reload and 31 magsize would then, at max Arcane rank change from taking ~2,42 seconds to fully reload, down to 2,2 seconds (if Arcanes follow their descriptions) or ~1,9 seconds (if recharging is 50% faster, and Arcanes only get their descriptions corrected). If both effects happen (+50% recharge and Arcanes function as they are described), it'd go down to ~1,68 seconds, which is what I'd prefer personally, but I'd understand if that'd be considered a tad too good (Maybe?)

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6 hours ago, Azamagon said:

but I'd understand if that'd be considered a tad too good (Maybe?)

Maybe bonk it down to 30/40% faster regen rate. 

Whatever the final stats may be, it should compete with the other 3 Pax Arcanes for usability.

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12 hours ago, vFlitz said:

but it's not supposed to be faster as you get a slew of other perks

The problem is how its completely counter intuitive with maximum magazine min reload Kitguns. It takes approximately 4 seconds to reload a 67 Rattleguts magazine on top of the 1.7 recharge delay, which is triple its initial reload speed. The difference in a rank 0 and rank 3 Pax Charge in this case would be knocking down 5.7 second reload to a 4.85 second reload, barely half a second off for the cost of 90k standing. Not to mention that at most Kitguns have a 1-2 second reload speed, so at most that 90k extra rep spent will at most reduce the effective speed by 1 second.

IMO Pax Charge should at very least cause the effective reload to be double what its base is, not triple.

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