On most unedited servers a luci will do after .5-1 second of charge 100-150 damage. Over HALF of the full charges 250 dmg.
Now when you consider that a full charge takes 3-4 seconds when you consider a half second to one second charge is like 1/4 if that of a full charge yet does over 1/2 the damage you come to realize the damage curve is seriously screwed up.
Bullshit. Look at the code:
tremulous.h:#define LCANNON_DAMAGE HDM(265)
#define LCANNON_CHARGE_TIME 2000
#define LCANNON_TOTAL_CHARGE 255
#define LCANNON_MIN_CHARGE 50
g_weapon.c:void LCChargeFire( gentity_t *ent, qboolean secondary )
{
...
m = fire_luciferCannon( ent, muzzle, forward, ent->client->ps.stats[ STAT_MISC ], LCANNON_RADIUS );
...
}
g_missile.c:gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius )
{
...
int localDamage = (int)( ceil( ( (float)damage /
(float)LCANNON_TOTAL_CHARGE ) * (float)LCANNON_DAMAGE ) );
...
}
g_active.c:
/*
==================
ClientTimerActions
Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec )
{
...
//client is charging up an lcannon
if( client->ps.weapon == WP_LUCIFER_CANNON )
{
...
if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK )
client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE;
...
}
...
}
A full charge takes
2 seconds to deal 265 damage and a minimum charge takes 1/5 of that and does 1/5 damage. The damage rises with charge time
linearly. There is no "curve". Maybe this has been changed by R1ch for AKKA where you normally play, but for other servers it has
not. And even if it were, they're not official changes.
Rapid firing should do alot of LIGHT damage (hence why the devs made the secondary fire) however the damage is rather heavy when you consider you need only 2 shots to drop an adv goon/goon, anything less takes ONE shot (dretch or basilisk can just be near the splash and die). Tyrants naturally can take alot of the shots BUT in a tight corridor with more than one rapid luci'er...the tyrants dead.
This is opinion; it does not describe a bug.
Devs could NOT have meant for people to rapid fire PRIMARY FIRE when they included a rapid fire SECONDARY FIRE. It's pure simple logic which dictates rapid primary fire is a bug at least on this scale.
This "pure simple logic" falls apart with the reality that the devs did not put that much consideration into the secondary attack. The main intended difference is that it fires without charging and uses less ammo, not that one mode can spam better or worse than the other.
It's fine if you think the lcannon needs changed (I would agree that it's a good idea) but what you're describing is not how it currently works and there is no bug with the damage.