When you heat up any weapon, it gains a gradual charge time reduction at levels 5 and 10. However, this is another place where gunners essentially get left behind - the charge attacks on most guns are unnecessary or just terrible. However, they're ranged weapons, so they could use an attack speed increase to let gunners have a higher dps in combat. Here are my opinions:
- Autoguns: These guns already have a high fire rate, and the fully heated Blitz Needle's charge attack can oneshot everything that isn't resistant to piercing damage. Leave these guns alone.
- Catalyzers: The real point of these guns is charging and detonating, and a charge time reduction would further facilitate this. Leave these guns alone.
- Alchemers: These guns are all about ricochet dps; while the charged shots aren't bad, they're unnecessary and you'd have a higher dps if you just kited while firing the normal shots. However, these guns only have two shots in their clip. ASI instead of CTR.
- Pulsars: Their charged shot is essentially an expanded bullet with more damage. It's unnecessary, because the normal bullets already expand and the gun has 3 shots in the clip. A higher fire rate would help destroy turrets faster though. ASI instead of CTR.
- Magnuses: Ok, their charge attack is terrible. It's lackluster AND the recoil knocks the knight on his ass for a second, limiting the player's mobility while failing to dish out any effective damage. Their normal shots have high recoil and limited mobility already, and an ASI would help the wielder recover faster. ASI instead of CTR.
- Antiguas: Their charge attack sucks, because the knight has to struggle to fire the clip and the bird before being allowed to move again. However, you can move with the normal firing sequence, and these guns have comparatively low damage. ASI instead of CTR.
- Valiance: This gun has 3 quick bullets that also have knockback, so the charge attack simply isn't needed. ASI instead of CTR.
If you want it that way, also give asi to Cutter line.