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Poltergeist's secondary fire

Open ghost opened this issue 1 year ago • 1 comments

Is your feature request related to a problem? Please describe.

Currently the Poltergeist's secondary fire is a long range charge up of the primary fire, after the lazer goes yellow. Which is pretty unintuitive, so like @EntranceJew suggested:

[...] Keep the range-check yellow laser charge but move its functionality to the primary fire.

Originally posted by @EntranceJew in https://github.com/TTT-2/TTT2/issues/1162#issuecomment-1859337669

Describe the solution you'd like

  • Change Poltergeist's Primary fire so outside of the normal range it does the current secondary's charging thing
  • Change Poltergeist's secondary fire to either nothing, or some other idea

Describe alternatives you've considered

I think the poltergeist's right-click should be changed to allow the player to remotely detonate it (fizzle) without the ending explosion, or maybe scale its end explosion damage and radius by the time it had remaining. [...]

Originally posted by @EntranceJew in https://github.com/TTT-2/TTT2/issues/1162#issuecomment-1859337669

ghost avatar Dec 18 '23 05:12 ghost

https://github.com/TTT-2/TTT2/assets/5711436/811c1164-73b7-427d-971e-66c67d3b1a44

a version of this, right-click anytime to pop them and left-click does both "reload" is the wait before you can spawn another thumper, normally it's about as long as the thumper is active for, but you don't get the time back post-detonation

EntranceJew avatar Mar 11 '24 07:03 EntranceJew