It just won't feel right to suddenly play basketball with the entity in order to send it in the hoop… err I mean trap.robbritton
You don't slam the ghost INTO the trap, you bash it around to weaken it and then the trap can suck it in.
You seem to think you have to bounce the ghosts into the traps somehow - like it's some bouncy game of chance you have to keep at until the ghost flops into a waiting trap
I'm sorry to hear that my joke confused things here.
to turn the ghost into “nothingness”, in a “slamming action”, just to give the player a chance, is pretty weak
Let's do a picture: you're holding the ghost in the beam, the entity is very strong and you do everything to work against its strength/actions/attack/etc. The strenght/actions/attack/etc (attributes) represent the life in the entity. It just doesn't feel right to “interrupt” these attributes suddenly, in a “slamming action”, to put luck on your side. And the “slamming action” doesn't even look natural compared to the movie!
I know that we don't bounce the opponent in the trap. I know that we need to bash him around to weaken it. I'm only saying that the “slamming action” is bad. They can do something better to weaken the ennemy!
Pretty much the way they bust slimer in the first movie, only with direct player interface to weaken them rather than the ghosts just wearing themselves out.
I prefer to throw a surcharge of energy in the particle stream, to weaken the ghost that I'm holding, and see the proton pack shutdown in return, during a couple sec, because it's overheating, pushing me to play with strategy, rather than throwing the entity in the environment, to get the above in the fight, simply because the game devellopers weren't able to find something more original!
It's a ghost! If by any chance you're able to do him a piledriver on the floor, table, chair, etc, you'll soon discover that it'll have no effect; the “ectoplasmic kiss” will follow and you'll be out 1-2-3 :p :-)