youre_a_squib_now
Inkling Fleet Admiral
Huge fan of the nova change. I really, really like the concept, even if the numbers don't work. The thing is, the size of the reticle is a fixed value. We can edit the value, but there is no parameter for changing it as you continue shooting. What you're thinking of is the chance to shoot towards the outer reticle. We can still mess with this though. Having only a 10 or 20% chance to shoot towards such a large outer reticle would feel terrible, so it would have to go all the way to 0%. Close to perfect accuracy on a weapon with as much range as nova should take a while to get; 2.5 seconds sounds fair, since even though it'll be gradually increasing up to that point, you'll have to be walking and shooting that whole time.I also have some less drastic changes for Nova and Aerospray than the current ones.
Nova is simple. Instead of damage falloff being reversed, accuracy falloff is. The weapon currently has no accuracy falloff, but that really doesn't mean much as of now. Let's say after half a second of firing, its accuracy starts to improve, and after 2 seconds it reaches a minimum spread of ~3 degrees. Also give it 26 damage per shot.
These numbers are just my initial thoughts, but I think they would work really well:
- Initial chance: 10% -> 25%
- Maximum chance: 25% -> 0%
- Chance increase per shot: 3% -> -1%
- Chance after a jump: 40% -> 25%
- If it was higher than 25%, the value below this being negative might mean that it would be stuck at that chance until the main weapon was fired enough. I'd have to test it though.
- Chance decrease per frame while not shooting: 2% -> -0.625%
- It will take 2.5 seconds (150 frames) to reach 0%
- It will take 0.67 seconds (40 frames) to go back to 25% after the initial 6 frames of not shooting
I'm not as big of a fan of the aerospray change, though. The aerospray jump accuracy and your nova change work because having really good accuracy comes with the downside of having predictable movement. For nova, you can't swim or jump without resetting your outer reticle chance, and for aerospray currently, you're stuck in a jump. With your change, you just... pop out and have really good accuracy with no downside at all.I feel like the opposite approach could work for Aerospray, giving it very good initial accuracy for the first half second of fire, but amplified accuracy falloff, causing its outer reticle to expand to its current degree of spread after a second of continuous fire.
And besides, your change already kind of exists during the jump. When you jump with any shooter (and a lot of other weapons) your accuracy (not outer reticle chance) is set to whatever your jump accuracy is for 25 frames. Then from 25 to 70 frames it gradually goes back to your normal accuracy. This is why it's better to wait after jumping with range blaster. With aerospray, because the jump accuracy is better than the regular accuracy, perfect accuracy is what you get for the first 25 frames, then it gradually worsens back to normal over the next.
This is true about the nova change, but not so much the aerospray change. My change is simpler: all I have to say is "perfect jump accuracy" and you understand exactly what I'm talking about. It literally changes 1 number. Also, it keeps aerospray's identity as having low accuracy more than your change, because yours just... gives it good accuracy. Sure, it goes away quickly, but with a weapon that short-ranged you wouldn't be shooting enemies for more than a second anyway before going back into your ink.The main issue with buffing these guns' accuracy is that their high spread is a part of their identity; they're designed to be painting guns, not fighters. This is compounded with the issue that shooters are supposed to be fairly simple weapons. My changes are by no means perfect, and I feel like the jump accuracy on Aerospray could work, but these changes seem a bit simpler and a bit better.
Last edited: