lord_kungai wrote:
Proxies cause severe lag, yes, ...
This is not true.
Sure, everything in the game has an effect (assuming of course we are liberal with the term 'lag' - and include cpu-lag in with actual connection type stuff), but the proxies are designed and tested from the beginning with performance in mind, and they are well within quality limits.
Naturally if you add a mutator which allows you to extend the ammo counts, or the lifetime-limits we have in place, then you may run into some issues. But that would not be a problem with Chaos, as we have taken performance issues into account.
There are times where our end result/peformance ratio is perhaps leaning more to the bad side (such as MUG, or poison grenade effects, or the so-called 'veng explosion', or whatever), but I do not believe that the proxies have a bad ratio.
Keep in mind Matt, that the proxies and lasers have limited lifetimes as well, not just limited ammo counts. In addition, they can be harmful to the user as well. I will grant that in a 1 on 1 situation they can at times seem to be too many in number, the balance ratio gives it's best result with full player loads.
However, I feel even this situation can be adapted to with your playing style, w/o altering the mod. Sorta like how playing against someone who wants to constantly camp the class10 or something can be annoying, but it can also be countered.
As far as adding a spidermine type of display, putting even more 'stuff' on our HUD - that does nothing to limit mines. Nor does it help you in any way to know how many I have deployed. We have an ammo counter which tells you how many you have left, and simple math tells you how many you've fired. The addition of that type of counter would be redundant, would 'solve' nothing as it relates to balance or supposed lag, instead it would just be more HUD clutter.
There's two cents (in double post form) for you anyway.