Just in for the new version!
* The Clinging spells now have separate cool downs in addition to the global cooldown.
** This means that while one of these spells can only be fired once every 1.5 seconds for example, other spells can still be fired in a more reasonable
time.
I like the new change. Being able to shoot a homing attack and then follow it in with other attacks helps to make the combat feel much more responsive.
The only problem is that I like the change so much that it is making me think about the potential of a having a separate global cooldown for alternate attacks for ALL spells. The more I think about the current setup of having standard cooldowns apply to other attacks, the less I like it. It is really restricting the ability to weave different combos together effectively (as well as reducing the responsiveness of the controls). This is because different combinations of attacks under this system have different timings required that would need to be learned by the player to effectively put spells together. Given the multitude of different spell combinations this is tricky. If you were to have one uniform short cooldown (just to prevent more than one spell being spammed at once) that applied to alternate attacks the player could know exactly when they could time their combos and there would also be an incentive to do so.
I believe this seemingly small change has a chance to elevate the controls to a higher level.
As for drawbacks, giving the player this increased level of control is of course going to make them perform better than they otherwise would under the old system. However, I don't really see this as making the game easier, you are just allowing the player to perform better. There will be situations where a higher DPS can achieved through comboing, for example by firing a blast attack then following up with an illumination shot, but that small increase in DPS might even be a just reward for that little bit of extra skill shown by the player.
Yes, this would change things up a little balance wise, although not too much I don't think, but I truly believe that this might have a chance of adding a whole new dimension to the combat. OK, I can't guarantee that it'll 100% work, but if the coding required is not too excessive then it should be worth trying at least.
For research, I was playing a little Metal Slug 3 and the thing that stands out is the responsiveness of the controls. You can throw a grenade and a split second later you can shoot or vice versa. Imagine if there was a 1 second cooldown on shooting after you threw that grenade. The combat would lose a lot of its responsiveness.