Human reaction time from a visual stimulus (seeing a player is eliminated, or has lost their goggles etc) to acting or ceasing a continuous action is universally accepted to be about 200 ms at best, meaning that in the NXL, when a player sees danger, they will still be able to get off 3 shots before they can react and remove there finger from the trigger. With the ramping this 3 shot reaction time delay applys equally to ceasing the continuous walking of the trigger, but then due to the ramping there may be an extra shot or 2 afterwards.Originally posted by Wadidiz
Just saying that it solves some problems, like the gun stopping delivery of balls after the trigger is released.
2 out of 3 times it should only be 4, with a 1 in 6 chance of i being 3 and and a 1 in 6 chance of 5
So in a situation where a player needs to stop fireing (lost mask etc) it is not a case of:
nxl code = no extra balls, ramping = 1.
It is more like:
NXL= 3 extra balls, ramping = 3, 4 or 5 extra balls.
Meaning in real terms only a 33% average increase in extra shots. So there shouldn't be to much of a problem.