Nexgun reballanced

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Postby GreEn`mArine » Fri Dec 01, 2006 10:56 pm

please DO NOT do this ... imo giving more damage tp headshots than to body hits is NOT good ...
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Postby Dokujisan » Fri Dec 01, 2006 11:33 pm

The one point that I want to make is to not trust the statistics. I constantly see playerse use weapons and not know what they are doing, such as those who use the RL but never use the right-click feature. There are many, I'm sure, who use the shotgun but don't use the secondary fire. This does not mean that the shotgun isn't too powerful, for those who know how to use it. The stats don't always tell the whole story.

"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.


Well, that's sort of the idea. You have to have some sort of downside to using a weapon to create balance. If you are going to establish a weapon as a sniper weapon, that weapon would be both powerful and accurate for long distance. Such a weapon needs to have compromises or it will throw the game off.

I suggestion splitting the Nex into two weapons so that you could have a weapon similar to the existing Nex that wasn't as powerful, but you could also have a good sniper weapon that made you more vulnerable. It is possible that the solution provided by others might have a similar effect. I'm talking about the idea where the Nex is more powerful at distances, but less powerful close up. Personally, I don't think that covers all of the bases. I think the "close up" fighting should reload quicker. I think the accuracy when sniping should improve considerably if you are staying completely still.

For example, I sometimes play Ghost Recon Advanced Warfighter (GRAW) on the XBox 360 at my brother's house. They have sniper weapons in that game, but they make it nearly impossible to hit things at close distance when you are not looking through the scope. The idea is to balance the weapons and keep the sniper weapon from being too powerful. Personally, i think they go a little overboard in GRAW with sniper difficulty at close distances, but the premise is a good one.
Last edited by Dokujisan on Fri Dec 01, 2006 11:44 pm, edited 1 time in total.
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Postby Dokujisan » Fri Dec 01, 2006 11:37 pm

GreEn`mArine wrote:please DO NOT do this ... imo giving more damage tp headshots than to body hits is NOT good ...


Can you please explain why? I haven't played games with this idea, but it sounds reasonable to have headshots cause more damage.
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Postby Shoe » Fri Dec 01, 2006 11:37 pm

A point that is somewhat related that I've always meant to bring up is that the zoom really needs to be disabled for weapons other than the nex. I think it cheapens the value of it when middle-clicking can get you the same zoom for all other weapons as the secondary of the nex does.
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Postby Dokujisan » Fri Dec 01, 2006 11:41 pm

tZork wrote: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.


Nooooo, please! One of the most aggravating things about playing on most maps is finding ammo immediately after you spawn. You are already vulnerable enough after you spawn. Limited ammo becomes a problem when there are more than 6 players and you have teammates who hog all of the weapons and ammo. When Facing worlds has 14+ players, I spend most of my time trying to find weapons and ammo. Of course, I'm thinking CTF, not DM.
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Postby Dokujisan » Fri Dec 01, 2006 11:43 pm

Shoe wrote:A point that is somewhat related that I've always meant to bring up is that the zoom really needs to be disabled for weapons other than the nex. I think it cheapens the value of it when middle-clicking can get you the same zoom for all other weapons as the secondary of the nex does.


Isn't zoom just a field of view and mouse sensitivity change? How can you disable something that is meant to be configurable game-wide?
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Postby Shoe » Fri Dec 01, 2006 11:47 pm

Dokujisan wrote:
Shoe wrote:A point that is somewhat related that I've always meant to bring up is that the zoom really needs to be disabled for weapons other than the nex. I think it cheapens the value of it when middle-clicking can get you the same zoom for all other weapons as the secondary of the nex does.


Isn't zoom just a field of view and mouse sensitivity change? How can you disable something that is meant to be configurable game-wide?

If that's all it is, then maybe something should be done to the nex's secondary to make it more unique and stand out as more of a sniper weapon.
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Postby ai » Sat Dec 02, 2006 12:43 am

Shoe wrote:If that's all it is, then maybe something should be done to the nex's secondary to make it more unique and stand out as more of a sniper weapon.


Heh, redo the model a little bit to add something like a sniperscope to it, then when it fires secondary it's a bullet or red laser that shoots and not a blueish beam :P

@Dokujin: That's my whole point with the "standing-still-when-firing-nex" thing. If that happens it becomes too real war realistic and Nexuiz is (at least for me) not that kind of game. This is a fast pase game, that sort of thing would not fit here, the ones that stand still dies (at least when I'm around :P). And I think generally people would not like that in a game like this.
Last edited by ai on Sat Dec 02, 2006 12:50 am, edited 1 time in total.
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Postby tZork » Sat Dec 02, 2006 12:43 am

Dokujisan wrote:
tZork wrote: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.


Nooooo, please! One of the most aggravating things about playing on most maps is finding ammo immediately after you spawn. You are already vulnerable enough after you spawn. Limited ammo becomes a problem when there are more than 6 players and you have teammates who hog all of the weapons and ammo. When Facing worlds has 14+ players, I spend most of my time trying to find weapons and ammo. Of course, I'm thinking CTF, not DM.


hoging teammates and overcrowded maps are a problem, but not one that should affect weapon balancing decisions ,) The thing is that you do spawn with one of the most powerfull closerange weapons and nuff ammo to take down the hurds of hell. The shotgun secondary does 6 dmg per pellet, fires 10 pellets per shot and dos that three times. Thats 180 points of pain. And this will cost you 3 shells. you spawn with *50* of them. thats almost 3000 worth of damage. A single nexgunblast costs you 5 cells, and does 150 dmg. Making it 5 shells at spawn would be to harsh, tahts true. but whats the point in having ammo for the tun if you spawn with more then you can use?
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<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 Dokujisan » Sat Dec 02, 2006 2:00 am

ai wrote:This is a fast pase game, that sort of thing would not fit here, the ones that stand still dies (at least when I'm around Razz).


Well, people currently use the Nex for sniping, so I'm not sure if you and I are playing the same game :-)

I think you're misunderstanding my suggestion. My suggestion would make sniping slightly more challenging because they would have to use a weapon that was only good for long range. They would have to switch weapons quickly if someone start attacking them in close combat. Currently, if someone is sniping with the nex and they are attacked in close combat, they can defend themselves pretty well because the Nex is good at long range and short range.

Currently : The Nexgun is a powerful sniping weapon and a powerful short range weapon

My suggestion : the Nexgun would be a semi-powerful short range weapon that reloads more quickly and uses 5 cells, and there would be a sniper weapon that would be a powerful sniping weapon that loads slowly, requires you to stand still, and uses more cells.

It creates two more specialized weapons instead of having one multi-purpose weapon.
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