this where i'll try and explain why reacharge times have to go;
the first problem is we don't have a reliable attack rate for any character, as this based off courage(and a lesser affect speed) of all live characters in combat, and is RNG based so in some missions you might atack every 24 seconds, while in others you can go without attacking for 240 seconds as much.
so if we assume that you will attack at least every 240 seconds(which is a lie the average attack rate is somewhere around half way between 1 infinity seconds)
so we create a weapon(let's call it Mkall's Cannon) with 0frp & 0 skill requirements, and a recharge time of say 240 seconds and we give it an average raw damage of 50%
now lets create another weapon(Tammuz's sword) with the same stat requirements but a recharge of 24 seconds, now in order to balance with mkall's cannon, this has to have a base damage of 5%
unfortunately this means that NR weapons like brawling (which for arguments sake have a recharge of 1 second have to do absolutely pathetic amounts of damage(in this example 0str would do 0.2% damage)
which is pathetic
so lets try the other way round
lets make unarmed 0str do some damage, say 1%
then a 24 second 0frp/0skil weapon would 24% damage
a 240 second weapon would 240% damage!
would there be any reason to level up? the overkill alone is worth more than the actual damage inflicted!
so here we have rather the problem in order to make slow weapons viable, we have to nerf fast weapons to near uselessness and say good bay to NR, or we have to make slow weapons so incredibley powerful that they OHK
before even taking stats into account!the reason i proposed making all weapons NR is that it removes one of the greatest imbalances in them, and its VERY easily implemented(its a quick fix, but a damn good one). cealus has gone through with a template and calulated damage ranges for all weapons that correspond to their stat requirements(likewise for armour), all he was waiting for was for OS to fix brawling so that it and weapons would work off the same damage mechanic.
that never happened.