Nexgun reballanced

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Postby ai » Fri Dec 01, 2006 7:59 am

Gut_Eater wrote:Can someone explain what is meant exactly with the colour armour system, please.


He means like for instance yellow piece of armour would give you 50, green 100 and red 200.

divVerent wrote:A nice idea was also by someone in the IRC channel - to make the Nex only strong after a certain distance. If someone makes us a nice graphics effect for that (two beams hitting each other after some distance and then fusing into one), why not?


That would be awsome, I would have suggested that but didn't know if it could be done and if it could, how easy it would be to do that.
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Postby esteel » Fri Dec 01, 2006 9:29 am

Gut_Eater wrote:
k0jak wrote:nexuiz should have some kind of proper COLOUR armour system like 200/100/50 maybe, but i can imagine the armour rot will have some effect with that.?

Can someone explain what is meant exactly with the colour armour system, please.

I like the idea of the nex unfolding max damage over a special distance and being less powerful in close range. So if you get attacked while aiming on someone in the distance, you can defend yourself basically with the nex without having to switch weapon. Also you don´t have to split the nex in two guns like Dokujisan suggested.
I don´t like the idea of having to stand still while using the nex. You would be easy prey for the Mortar or RL.

Color armor system: Having different armor types like in quake. Typical are yellow/red with 50/100 armor or green/yellow/red 50/100/200 armor. In some games you can't pickup a 'lower' armor if you still have more then what it would give you. Thats to let the underdog also get some armors. Yes its bad that some guys can manage to grap all the armor in Nexuiz with their perfect timing and this leaves the underdog too vulnerable. But I'm not sure how such a system would fit into Nexuiz though i see the need for it.
Also all the armor placement would have to be redone which is not that hard but requires someone to do it and the coding..

I'm against changing the nex to be affected by distance. One can only see AFTER the shot if it was high or low damage. The new reload timing already leaves one vulnerable after having missed. All the other guns are faster now, the mortar can even shoot twice in the meanwhile.. This already makes it weaker for closerange fights. And as Savage noticed on facing worlds its no longer the weapon number one. I must admit i'm puzzled by this but i guess one can see other guns are now useful too over some distance :)

On the other hand.. do the new settings really stop spawn kills? i have the impression the remaining 10 health (at most) are not enough to survive the 'grounding' from the shot..
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Postby k0jak » Fri Dec 01, 2006 11:47 am

i see what you mean with armour placement would have to be redone, but not on all maps surely?

and 200/100/50 was just an example, i think values such as 225/150/75 or 200/100/50

might be more fitting but it will depend upon a few things.

Such changes would make 1on1 more interesting since it should make the games more skilled.

another thing i often...well always think the armours are too small...i even hop over them at times, can the size be increased slightly? there too small in my oppinion.
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Postby k0jak » Fri Dec 01, 2006 11:50 am

morfar wrote:Leave shotgun alone. But maybe raise power of primary ;) I like that you start with a very good weapon. So the underdog in a 1on1 can come back... And not like Warsow when 1 player dominates all the time.
I like that Nexuiz tries to be unique, and should not copy other games. If we start copy other games, then we can just play the other games. ;)
I agree with kojn on the armor part, 2-3 different armors would be nice (but a max value of 200-250, so one can't stack to immortality).



Yea but the shotgun in 1on1 anyhow is way too powerful at times.. i've been next to a freshly spawned player and died with 80 odd health and some armour after 3 secondary fire hits...i mean come on :?
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Postby morfar » Fri Dec 01, 2006 12:22 pm

k0jak wrote:Yea but the shotgun in 1on1 anyhow is way too powerful at times.. i've been next to a freshly spawned player and died with 80 odd health and some armour after 3 secondary fire hits...i mean come on :?

Yes, but you have the same chance of doing that :) And should be more interesting.
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Postby k0jak » Fri Dec 01, 2006 1:12 pm

it's way too powerful and you know it!
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Postby SavageX » Fri Dec 01, 2006 1:53 pm

k0jak wrote:it's way too powerful and you know it!


Sorry, but the statistics disagree. They are clearly showing that the Shotgun is a better weapon than the Laser and sorta similiar powerful as the Crylink, which is powerful but needs skilled hands to be effective. It looses against all other weapons by a large margin.

I really don't see the problem to have a remotely usable weapon as starting weapon. If it's too powerful then just stick to it and enjoy this fair "advantage" as everybody has that weapon.
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Re: Nexgun reballanced

Postby Gut_Eater » Fri Dec 01, 2006 4:56 pm

Gut_Eater wrote:Btw, is it faster to switch from nex to another weapon and back to nex, than waiting for the nex to reload? Can´t test right now.


Well, it is. Just tested on RBI-server. Don´t know if it will work in 2.2. Right now you can shoot and switch from nex to another weapon (works very fast with the mouse-wheel) and back to nex and shoot again without waiting for reload. Lol, you can shoot two or three times while your opponent shoots only on time. :D
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Postby tZork » Fri Dec 01, 2006 5:22 pm

Shotgun dmg is fine, but the amt of start ammo for it is to high, How often do you run outa sg ammo?

Hell it could be interesting to bump up the sg dmg even more and spawn with say 5 shells.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Shoe » Fri Dec 01, 2006 8:41 pm

divVerent wrote:but a second hitbox for the head and doing head shots might be nice (and lowering Nex damage for non-headshots) - if only it weren't direct copying from UT...l

I brought this up in a thread a long time ago, and I still think it'd be a good idea. Yeah, it copies off of UT a bit, but I don't think it's that big of a deal, and in this case probably would help out a lot with weapon balance.
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