Nexgun reballanced

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Postby GreEn`mArine » Sat Dec 02, 2006 10:00 am

The game is supposed to be unrealistic. Giving headshots adds realism imo, beside this I always hated UT since UT99 for this headshot thing. I was glad that I found a game that is different to UT as it is rather going like Quake1/2/3, having a instant hit railgun that is powerful.

I do agree that the nexgun is too strong atm, because it is powerful at close range and for sniping. But I think that upping reload time and reducing dmg to avoid spawnkills is a change that is powerful enough to have the weapon to be more "appropiate" compared to the other weapons.

and about this "remove zoom for other weapons": I still try to figure out how to zoom using middle mouse button and then fire with left mousebutton, when my forefinger can only press one of these buttons at the same time. Beside this zoom is nothing that makes sense for any weapon beside nexgun, because you only zoom when the enemy is far away:
Shotgun: makes no sense because it won't make any dmg on distance
MG: only weapon where it makes sense to use it because of alt fire
Crylink: see shotgun
Electro: lol, you're serious ? until the shot hits the target it already dodged the sht
mortar: totally unusable, you need the overview to know how high to aim in order to compensate gravity of the projectiles
RL: see electro
Hagar: see electro

so removing zoom isn't of any sense anyway
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Postby kill-o » Tue Dec 05, 2006 10:17 pm

making the nex slower seems more important to me than making it less strong
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Postby divVerent » Wed Dec 06, 2006 6:46 am

Right, it is supposed to be the "usually instant-kill" weapon. When comparing to UT for example, the Nex is supposed to be more like the sniper rifle than like the shock rifle. So it does need a high damage, somewhere above 100. 140, the new value, means that it still can spawnkill, but doesn't always succeed (depends on the angle to the floor when you hit), which should make life a bit less annoying on maps like facing_worlds_nex. The reason is that you can get extra 25 points of damage for hitting the floor or a wall after getting pushed away by the Nex shot.

With a damage value below 125 for example, it would NEVER be able to spawnkill. 125 however is already noticably lower than 150.
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Postby kozak6 » Thu Dec 07, 2006 1:40 am

I like the zoom with all weapons.

I can actually hit pretty good with the laser at long range.

I also love my sniper machinegun.

No idea what to do about the Nex.
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Postby ai » Thu Dec 07, 2006 8:11 am

Let it fire tomahawks!
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Postby C.Brutail » Thu Dec 07, 2006 9:37 am

One fine day I shold realy read all the posts, just to know what will be changed with the nex in 2.2 :P

Baout blocking zoom in other weapons then the nex: like Green said, zooming with other weapons is pointless for combat, but not totally useless, for just to see around, wtf is happening on the other side of the map :)
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Postby esteel » Thu Dec 07, 2006 10:33 am

Not much was changed.. the damage is now 140 instead of 150 which leads to fewer spawnkills. They are still possible though if there is a wall nearby of if the angle you hit with is right. Also the nexgun is slower now. It take 1.5 seconds to reload instead of 1.0 like before.
Nothing was changed about the zoom though.. its still possible with every weapon.
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Postby Gut_Eater » Tue Dec 12, 2006 7:46 am

Yesterday i played some minstagib on DCC. I think nexuiz 2.2 was running. It was like this:

"A step to the right,
a step to the left,
back to the middle,
crouch and shoot"

"Now one step forward,
and turn around,
clap your hands,
crouch and shoot"

Unfortunately i had not the right country-music running. And i had some probs to let the player-model clap its hands.

Now seriously, the nexgun-modification steals lots of the fun i had playing minstagib before. It used to be very fast and with lots of action. Now it seems that people stand together and make some kind of group-dance.

I suggest to think again about another way to get more ballanced weapons.
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Postby divVerent » Tue Dec 12, 2006 8:16 am

The only other solution would be reducing the Nex to a shock rifle primary, which isn't an option.

However, we did expect this, so it is possible to let Minstagib use another Nex refire than normal gameplay - we just were not sure if we should change the default too.
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Postby ai » Tue Dec 12, 2006 11:06 am

If the "normal" nex won't change then IMO so shouldn't the minstabig nex either unless the server master does it manually, as I use to play minstagib to practice my nex skills, and if that nex is different than the normal one this practice won't do me any good. People hopefully will get used to the new settings, sooner or later they will anyway.
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