set g_balance_nex_secondary 1
set g_balance_nex_secondary_charge 1
-set g_balance_nex_secondary_charge_rate 0.1
+set g_balance_nex_secondary_charge_rate 0.15
set g_balance_nex_secondary_damage 0
set g_balance_nex_secondary_force 0
set g_balance_nex_secondary_refire 0
set g_balance_nex_secondary_animtime 0
-set g_balance_nex_secondary_ammo 5
+set g_balance_nex_secondary_ammo 4
set g_balance_nex_secondary_damagefalloff_mindist 0
set g_balance_nex_secondary_damagefalloff_maxdist 0
set g_balance_nex_secondary_damagefalloff_halflife 0
set g_balance_nex_secondary_damagefalloff_forcehalflife 0
set g_balance_nex_charge 1
-set g_balance_nex_charge_start 0.25
-set g_balance_nex_charge_rate 0.025
+set g_balance_nex_charge_start 0.2
+set g_balance_nex_charge_rate 0.05
set g_balance_nex_charge_limit 0.5
set g_balance_nex_charge_shot_multiplier 0.675
-set g_balance_nex_charge_velocity_rate 0.175
+set g_balance_nex_charge_velocity_rate 0.15
set g_balance_nex_charge_minspeed 400
set g_balance_nex_charge_maxspeed 1000
// }}}
{
if(cvar("g_balance_nex_secondary_charge"))
{
- if(self.ammo_cells)
+ if(self.ammo_cells && self.nex_charge < 1)
{
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_secondary_charge_rate") * frametime / W_TICSPERFRAME);
self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * frametime / W_TICSPERFRAME);