This isn’t really a suggestion or a balance commentary, just the product of a brainstorm of how they could feel more, well unique.
Mostly came about from how similar their weapons feel to fire - with my bias as a Parnell player.
Can now be fired at three times its current range, but its battery drains much faster the further away its target is.
Fire up close to maximize battery life, fire at range when needed.
Shooting Arc Mines with the Lightning Gun detonates them at for a wider and more damaging explosion.
Mines require very precise targeting to be fired on directly, and have enough explosion radius to damage the Monster when they are close enough to arc.
Direct damage reduced, afterburn increased.
Sustained fire will still be useful, but the weapon will be more effective on grazing shots against evasive enemies than that of any other Assault.
Now deals more damage to weakpoints, so Hyde can finally melt faces.
Direct damage removed, now applies a 5 second damage over time effect that renews constantly on the Monster if it is in the cloud.
Combined with the Flamethrower change, Hyde will have a strong damage over time debuff focus.
No longer requires a reload, fire speed starts lower slowly accelerates the longer it is fired to a cap.
For those times where Hyde is just struggling to get close…and to make it somehow different from the Assault Rifle in function.