Rocket Boosting (was: Making A Stand! - For 2.4)

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What to do with rocket boosts?

keep
21
32%
reduce
23
35%
remove
22
33%
 
Total votes : 66

Postby :) » Sat Feb 23, 2008 5:18 pm

At first I was against reducing or removing rocketboosting, since I rarely use it and it's fun.

Then I played Red Dragon.

I favor either reducing or removing rocketboosting through this cvar. Might be nice to keep for DM though, for rocketboost-aided self-preservation on a space map.
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Postby tZork » Sat Feb 23, 2008 5:32 pm

Id like to try less force and 1 or 2 ms delay. the force from a single rj alone is ratehr over the top, and leaves little room for combos, like gl sec + rl.
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 divVerent » Sat Feb 23, 2008 5:37 pm

well, RL has to be stronger than laser... or it would feel very odd in comparison.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby inficio » Sat Feb 23, 2008 5:52 pm

i've really enjoyed the game with rocketboost as it was in 2.3. the idea of stacking health i think will stand anyway and letting one teammate be a juggernaut with 200health/200armor (or more) is valid whether they're flying away or lasering away. so removing it isn't going to let people share health/armor more (leaving things for teammates is a dangerous practice anyway, health and armor respawn quickly and anything you don't take the enemy *will* at the least convenient time for them to do so.)

i think the effects of rocketboost are most easily seen on capture city. sure, you can get a really fast cap, but if the enemy is skilled enough they can do the same. if your defense is adequate they're going to have a very difficult time getting to your flag & having enough health left to rocketboost away. most maps where rocketboosting is an issue usually boil down to two flag carriers fighting to survive until the other dies, so it's removal isn't going to radically change this. it'll just remove hope of a breakaway cap to punish overly defensive teams.

i've had some amazing chases in which rocketboosts became a factor between survival or death. if you're chasing a laser wielding opponent (suppose flag carrier) of equal skill, their head start means you have to wait for a mistake to catch up. the rocketboost gives you an option to close on them but you sacrifice health to do so, meaning they might just dispatch you with even more ease. it's just nice to have the option to do so.
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Postby tZork » Sat Feb 23, 2008 5:56 pm

hmm right, not mutch room force-wise between those. perhaps lowering both to say 300/500 for teambased modes could be good.
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.
tZork
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Postby pain_fedora6 » Sat Feb 23, 2008 6:45 pm

Hi guys, i just want to tell you my opinion after spending quite some time playing ctf in public servers: rocket boosting is not evil. mg abuse is much much more frustrating. After all, r boosting in facing worlds 4 example is a necessity. how on earth can you escape from 2-3 skilled nex bearers even if you have 2 people with you to accompany you. So it all boils down to the point, that it heavily depends on the map, and on the people actually defending. Many times you can rboost as a defender to catch the running flag carrier. Removing rboosting imo is not a valid option. Remaking certain maps (like removing the mh and 2 shields in capturecity or moving the rl somewhere else) could be better .
There are some options in the game which annoy some people and others not. mg whoring makes me want to eat my keyboard,but i know it is a respectfull weapon in open areas,and people that use it cleverly kill rls easily or even 50% nexers (chance to hit u per shot) in ctf. What should we do about it,prohibit the mg because it is easy/cheap to use? i feel the same with the rocket boosts. Try better defending (promoting teamwork in def).

Cheers from me and don Corleone guys, thank you for filing our endless uni lab time with something else to do than research.
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Postby Diomedes » Sat Feb 23, 2008 6:55 pm

I voted for removing it completely though i think that a delay of 0.2 seconds would be ok too.
The problem isn't the rocketboosting itselft imo, the maps are the real problem because most CTF maps are way too open and it's too easy to capture the flag there using it. However, i believe that we have to turn it off cause we won't remove 80% of the CTF maps.
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Postby divVerent » Sat Feb 23, 2008 7:02 pm

Well, closed maps are fun TOO... but variety in map style is always a good thing. But yes, there are too many open CTF maps...

the thing is, rocketboosting basically forces mappers to make indoor maps, or not put a RL on their maps. But do we want to restrict the RL to indoor maps?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby [-z-] » Sat Feb 23, 2008 7:11 pm

divVerent wrote:the thing is, rocketboosting basically forces mappers to make indoor maps, or not put a RL on their maps. But do we want to restrict the RL to indoor maps?


No, we want to make BIGGER outdoor maps \m/ (-.-) \m/
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Postby torus » Sat Feb 23, 2008 7:28 pm

I would say remove it, but then I think of all the awesome things one can do with the RL on facing... it sucks without RL jumping.
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