Physics:Most people seem to have problem with the fact that air movement is radically decreased from Liero 1.0, and for the next version this has been changed. It's still not as quite as much, however. On the other side ground speed is much higher to give kind of a running feeling.
In a way, though, I'd still like to keep the air speed the way it is now to keep that realism in.
But if it
really is that hard to get around with the current physics, it will of course be changed.
I think it's very possible to get used to it. At least I know I have after all this testing.
All you have to do, really, is to plan your movement ahead a bit. You can jump real far in the air if you use the momentum from the
ground speed (which you might remember is quite high). So the first step to mastering the physics is quite hard, but only because it's different from Classic. But as I said, there have been enough comments about it to have it changed.
Weapon reloading:I think the non reloading weapons work quite well. Look at Classic for instance. Napalm is essentially overused as it is capable of inflicting major damage, reloads quick and detonates on impact. Also, the idea of this mod is to emphasize the use of firearms as primary weapons and explosives as secondary. You are not supposed to pick random weapons when playing this mod other than for testing the weapons
The rocker launcherThe rocket launcher might be too weak to have such a drawback. I'm not sure how to compensate for it, as I won't make it able to fire moving.
Maybe another shell, but the rocketlauncher is essentially a single-use weapon.
Demo chargeI, personally though it was to similar to the grenade when it was smaller, so I made it a bit bigger. As you see, it ended up covering the whole screen. So, to make it easier to survive, I've added an audible timer to it, so you know when it's gonna blow. I'm planning on making a visible timer, but that kind of takes the fun out of it ;> I have a cool solution, however. You will see in the next version!