45 Votes in Poll
Release a new update or the game stays broken.
PR broke the weapon when he added it to the game, its not suposed to be so powerful.
So long Mob Spawning remains outdated, Players will incorrectly associate the problem with Chinalake, not poorly programmed Spawning Mechanics.
@XTso | Players associate the problem with Chinalake because, the Spawning Mechanics in R2DA have been like that since the last update. Then kapow... Chinalake appears and now explosive spam becomes 10x worse and zombies practically become pigs in a slaughterhouse. The reason Chinalake has become such a hated weapon is because of its ammo capacity, the reason no one really cared about RPG spam is that the RPG was an ammo-hog, only getting one piece of ammunition back per reload at an ammo station. Chinalake? No, no, no, China lake reloads fully at an ammo station which is, to say the least, a very poor decision to make for a weapon of its calibre. Could you imagine an RPG that fully reloaded at an ammo station? And instead of it doing 1500 damage, it instead shot out little pellets that did 1/3 of their original damage? Well, that's essentially Chinalake. A weapon which costs the same price as the RPG, but for lower ranks, does 500 damage, meaning it's capable of one-shotting every zombie except for brute and champion, it has 4/2 ammunition, fairly high accuracy, a good fire rate for a grenade launcher, and fine radius. Do you see any problems? Do I need to put it in black and white? Chinalake is associated with spawn camping problems because of its ammo, it'd be a fine gun if it didn't reload all of its shells in a single reload at an ammo station, not only that but I think PR knew of this ammo problem so he and his intelligent brain racked a solution of making its price 45k, but it clearly didn't work since there's still a mob of people with Chinalake in every lobby. Even if spawn mechanics were reworked, the weapon would still generally be feared by all zombies since it's ridiculously overused for its price and extremely effective in camping spawns. Personally, I think it should be limited to reloading 2, maybe 3 shells? Reloading all of its shells, even with its price and rank, you'd think would be, out of the question. Overall, I really despise Chinalake in its current state, it's impossible to get anywhere as a zombie, with that weapon around.
@Travin898 Indeed, exploitation of our Heat System has amplified, due to the implementation of S.A.I's China Lake, yet the China Lake isn't at fault. Rather, S.A.I's China Lake exploited our Heat System unlike any Reason 2 Die Weapon prior. Associating the China Lake as the fundamental issue, honestly, approaches core problem-points behind the Heat System incorrectly. Reduction of the China Lake's statistics (e.g ammunition, damage, etc.) lacks any ability to eliminate exploitation of our Heat System. Shall we reduce China Lake's power, we merely adjust our focus upon yet another Weapon yielding exploitative abilities (i.e P90, Tri-Blaster.) Such course of action will not solve our problem, rather watering such issue down in a slight manner. Granted, Shed Farming may stumble as a result, yet alternative exploitative farming methods may rise as replacement, potentially ones unbeknownst to us currently. Potentially ones yielding worse exploitation of our Heat System.
S.A.I's China Lake lacks destructive capabilities in vanilla environments (i.e absence of Spawn Trapping, Spawn Camping, etc), rather yielding moderate power. S.A.I's philosophy behind our modern China Lake involves substantial damage constrained to minuscule radii, thereby necessitating its user to fire with pinpoint Accuracy. Consider two detriments to S.A.I's China Lake, in regards to Accuracy:
Firing slugs require extrapolation of a hypothetical mobile Enemy's known line of travel.
Firing slugs require adjusting for the China Lake's delayed impact. Slugs will not instantaneously land upon an Enemy.
Firing slugs require adjusting for the China Lake's parabola-shaped trajectory, affecting landing points when fired at greater distances (slugs potentially impact lower than your Mouse's position at greater distances.)
Therefore, China Lake excels when used upon an immobile or slow Enemy, alongside our aforementioned Enemy residing nearby to our Player. Quick, unpredictable Enemies, potentially far from our Player, require inhuman predictability. Inaccuracy in any form whilst wielding a China Lake result in weakened damage output, potentially necessitating multiple slugs in an effort to eliminate one Mob. Likewise, a hypothetical hoard of spread out Mobs force our Player to rely upon a powerful Secondary (e.g Peacemakers, Mini Uzi, etc), or use far too much ammunition in order to protect themselves. China Lake is not ammo efficient, so long your Enemies spread far enough apart.
Understand our current exploitation strategies (of our Heat System) eliminate S.A.I's China Lake's fundamental detriments: a minuscule explosive radius, necessitating perfect accuracy for optimal damage, alongside ammo inefficiency. Our Heat System clusters Mobs akin to sardines, and Shed Farming-style exploitation strategies immobilizes all clustered Mobs. Therefore, the China Lake may eliminate numerous Mobs within a single slug, thereby circumventing potential ammo inefficiency. Likewise, clustered / immobilized Mobs circumvent the China Lake's restrictive explosion radius detriment, additionally maximizing damage output by near guaranteeing direct impact.
No other Weapon exploits our Heat System, as does the China Lake. Yet, such case does not cast S.A.I's China Lake as the fundamental problem. Rather, we must achieve a Spawn System that eliminates clustering alongside trapping (via Hammer, Disruptors.)
What do you think?