The current functionality of the Impact Hammer is not really fitting. At least not across all game types.
I would like to suggest a new implementation with a primary fire much like the gauntlet from Quake 3 Arena. A rather quick, non-charged burst of melee damage. The secondary fire could have two(?) charges used for shielding yourself (just as it currently works, except not unlimited). The secondary fire should also be usable as a jump boost.
This way the "shielding moments" would be considerably lowered and one would have to carefully choose whether to spend ones charges on shield or jump boost to perhaps escape or reach a juicy item. The charges should be replenished when respawning.
Am I way off or would this be worth a try? Thoughts?
I would like to suggest a new implementation with a primary fire much like the gauntlet from Quake 3 Arena. A rather quick, non-charged burst of melee damage. The secondary fire could have two(?) charges used for shielding yourself (just as it currently works, except not unlimited). The secondary fire should also be usable as a jump boost.
This way the "shielding moments" would be considerably lowered and one would have to carefully choose whether to spend ones charges on shield or jump boost to perhaps escape or reach a juicy item. The charges should be replenished when respawning.
Am I way off or would this be worth a try? Thoughts?
Comment