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		Lead Storm's new, faster processing leaves it too little time before giving the user their turn back, notably when using a multi-round gun/firing on multiple targets.
So what ends up happening is if I, for example, fired a Quickdraw at 5 enemies, I could still be shooting and have my turn back, then move away while I'm still shooting.
Like Fleeing Spectres used to suffer from before at far range, I think just adding a few more seconds before giving the turn back might fix it.
	
	
	
	
	
 
 
	
	
	
		
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		That's an issue with Lead Storm. While it's cool to have it fast working, the problem lies when the game doesn't want to wait for the multi-hitting animation.
Is there any better ways to make it this fast, but not break the game, though? Like capping the shots of a handgun/rifle to 4?
	
	
	
what the heck!!!
im not part of the abc news
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		Yes. Yes it is Kunai. Hence why I posted a bug report about Lead Storm. Even capping the shots, if it still returned your turn as quickly as it does, it'd still run into issues targeting more than a few enemies at a time.
I think Lead Storm should just be given more time before it gives the user its turn back, but this isn't a balance thread, this is a bug report because it ends so quickly I can get my turn back while I'm still shooting/Lead Storm is still processing.
	
	
	
	
	
 
 
	
	
	
		
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		How much more time do you think it should take?
	
	
	
	
	
 
 
	
	
	
		
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		I think another 2 or 3 seconds should suffice, but sometimes lag can drag the attack out longer. Though against a small number of targets with the fastest processing, that much time should cover it.