What I think JohnVyttalRay is saying is that the weapon is powerful, but it's also rare and hard to get. But still, can't the weapon be tuned down a little?
I'm against slowing down the projectile. I instead suggest decreasing the blast damage and giving the projectile inherent damage.
Because of it's speed, players unconsciously aim Ballade Cracker without leading the shots. But when the aiming process of a weapon (or almost any gameplay mechanic) is changed a little, it's hard to adapt since brains don't like change. So when you change the projectile speed, it throws off their aim, and they turn into Stormtroopers.
But decreasing the blast damage makes it less punishing and unfair for the target, and inherent damage gives shooters a little reward for direct hits.
And that way, you don't make the Police Chase harder, so no worries John.
So it would look something like this:
actor NewBalladeCracker : BalladeCracker
{
damage(15)
States
{
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 A_Explode(20, 96, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}
Take it with a pinch of salt however. You know what happened the last time I discussed weapon balance.