TheBearOfJare
New member
Bebop's gun isn't supposed to be a strong part of his kit, and I think the windup before firing is a fun way to nerf its effectiveness. I also think, however, it could be even more fun to additionally make his reload slower than it already is and make it an interruptible reload like with Abrams.
Hear me out: Bebop's laser is an energy weapon; making it a slowly reloading but large ammo capacity "charge" weapon would lean into that feeling. Bebop recharges his gun in the background while taking engagements (fishing for hooks, bombs, melee-ing), and then uses the laser for clearing waves as the enemy scurry back to their guardian (or don't if he can kill them first), and denies souls as his troopers push forward into the guardian's line of fire.
Bebop's gun is really good at denying souls, it's probably the most useful thing about it, but there's nothing more frustrating than committing to reloading thinking nothing's gonna die soon, only for a Geist bomb to pop 3 troopers while you're unable to deny. Letting him interrupt the reload at any time (with the windup either while shooting or scoping with right click) would let him mostly avoid this, but still contains a skill element if the reload is slower because he has to manage the ammo carefully, so as not to exhaust his supply from wastefully holding down the trigger on denies, or using too much clearing enemy troopers and neutral camps.
Part of what makes Abram's gun fun currently is that generally, with strategic play, you infrequently fully run out of ammo; Abrams players continuously play a minigame keeping their gun topped up while skirmishing so that they don't run out during an extended fight. I think Bebop carefully managing ammo while clearing waves and farming the creep camps in laning phase so that he's not caught without when it's time to deny would be similarly fun.
Hear me out: Bebop's laser is an energy weapon; making it a slowly reloading but large ammo capacity "charge" weapon would lean into that feeling. Bebop recharges his gun in the background while taking engagements (fishing for hooks, bombs, melee-ing), and then uses the laser for clearing waves as the enemy scurry back to their guardian (or don't if he can kill them first), and denies souls as his troopers push forward into the guardian's line of fire.
Bebop's gun is really good at denying souls, it's probably the most useful thing about it, but there's nothing more frustrating than committing to reloading thinking nothing's gonna die soon, only for a Geist bomb to pop 3 troopers while you're unable to deny. Letting him interrupt the reload at any time (with the windup either while shooting or scoping with right click) would let him mostly avoid this, but still contains a skill element if the reload is slower because he has to manage the ammo carefully, so as not to exhaust his supply from wastefully holding down the trigger on denies, or using too much clearing enemy troopers and neutral camps.
Part of what makes Abram's gun fun currently is that generally, with strategic play, you infrequently fully run out of ammo; Abrams players continuously play a minigame keeping their gun topped up while skirmishing so that they don't run out during an extended fight. I think Bebop carefully managing ammo while clearing waves and farming the creep camps in laning phase so that he's not caught without when it's time to deny would be similarly fun.