Woot! So soon, can't wait.
I'm sure you guys are very busy and stuff, but I just had to share my thoughts on this one:
(I haven't played the OB2, nor I have seen any combat material from the new beta - I know it's coming! - so I'm terribly sorry if what I'm going to talk about is already working ok)
If we assume (just to make it more comprehensible) that a player has 12 APs (by drugs, or 10 AG + 2x Action Boy) he can shoot with:
- 2x sniper rifle, or
- 3x pistol
with the same cost of AP before he will need to recharge his APs.
However, 2x animations of shooting a sniper rifle would be quicker than shooting 3x a pistol... in TB it's irrelevant, but in RT it makes a lot of a difference, since AP should be also a representation of time.
By the way, some of you will probably agree with me that pistols, in popular culture, are believed to have higher rate of (accurate) fire in the hands of a skilled person, compared to semi-automatic rifles, shotguns and such (if taking into account recoil, adjusting aim before the next shot etc.)
So, what I am advising is to be able to use pistols in the following way (e.g. in animation terms):
<drawing_a_pistol><shot1><shot2><shot3><lowering_a_pistol>
instead of
<drawing_a_pistol><shot1><lowering_a_pistol><drawing_a_pistol><shot2><lowering_a_pistol><drawing_a_pistol><shot3><lowering_a_pistol>
basically, the idea is to cut down the in-between drawing / lowering animations and allowing the player too shoot his pistol constantly until his/hers AP last and possibly make it last similarly long as shooting rifles a couple times.
Why not do the same for rifles, smgs (burst) etc. ? Because of bigger recoil, aim-adjust etc. that makes things trickier to control.