So there has already been some discussion on the CG, but I felt it was time for a dedicated thread to discuss its design and balance in depth. For the record, everything written here is just like, my opinion man. Feel free to share yours if it is any different, but let's try to avoid going off topic/making another dick-measuring contest that the devs have to sift through eh? To begin, I'd like to say that I mostly love this iteration of the CG. The current spin-up mechanic is really satisfying to me compared to the CGs of Tribes past. The tracers are stellar and I find they provide awesome feedback for figuring out how much to lead a target. DPS/RoF, spread, bullet speed, projectile size, and inheritance all seem on point to me. Amazing job dudes @ ArcheType! That said, there is one glaring flaw that I think should be tinkered with in upcoming updates: The Reload mechanic. I have heard about plans for an overheat mechanic, so reloading may currently be a placeholder to balance the weapon until that is implemented? Regardless, the 50-round CG "clips" that currently exist feel somewhat awkward and I would like to see them phased out once overheating makes it in. My proposed changes: No reloading: Let us spew those 200 bullets as we see fit Introduce the heat mechanic: Heat increases as you fire, but decreases if you move fast (or are under water) The penalty for an overheating chaingun: Self-damage The point of the overheat mechanic is to prevent chain spam in a duel while keeping it viable for chasing. A player standing still or moving relatively slowly (like when in a duel) will overheat as they spam chain and suffer some kind of negative effect. A chaser who is hauling ass should be able to vomit bullets to their heart's content. Now to defend the unfamiliar and radical part of my suggestion! A common mechanic for overheating guns is to increase spread/inaccuracy (see Tribes: Vengeance's CG). While I think such a system would function in a similar way to balance the gun, I feel that adding the much maligned RNG factor to the overheated gun is very undesirable. Instead, I'm interested in the gun always performing at 100% capacity (ala T1 & T2), but directly harming a player who chooses to forgo honor and mow down their enemies with bullets. Tweaking the numbers (how fast heat builds, how much speed cools it, how much damage you receive) is the hard part. I figure we can only reach a sweet spot through testing, but as a starting point: Overheat after firing ~50 consecutive shots Moving around 50 km/h or below should have minimal impact on heat Moving over 150 km/h should almost completely negate heat Shooting ~100 further bullets after overheating should result in a light armor killing itself from full HP Alright, I'm done. Let me know what y'all think. PS: I think it would be nice if the CG sound effect was a bit heavier. Less "pop pop" and more "dakka dakka"