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 AceOfThumbs » Thu Feb 28, 2008 12:51 am

I forgot to mention for those concerned about losing the boost on facing worlds, there is the old shoot-a-rocket-at-the-front-wall technique to get you flying back to your own base. The armor in the front is a likely place to do this. Or maybe from one of the upper ledges.
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Postby Xeno » Thu Feb 28, 2008 11:38 pm

Reducing it won't magically improve teamplay.
Maps like Facing Words which are a sniper's paradise will become 20 minute railbitch fests with only the most skilled players ever being able to cap. Considering how many people instinctively vote for such maps (Facing Worlds, Greatwall, Mentalspace), it will impact most games negatively.

Anything that reduces the fast-paced action and movement in Nexuiz is bad for the game. That's what makes the game fun.

Another point worth considering is that sniping is more hardware-dependent than movement, so doing things which favor sniping over movement leads to people with better hardware getting even more of an advantage.
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Postby AceOfThumbs » Fri Feb 29, 2008 1:13 am

Xeno The Blind wrote:Reducing it won't magically improve teamplay.

div has been using this on his server and seems to think it does improve teamplay. He's even got a screen shot.
http://www.forums.alientrap.local/viewtopi ... 2308#32308
Xeno The Blind wrote:Maps like Facing Words which are a sniper's paradise will become 20 minute railbitch fests with only the most skilled players ever being able to cap.

The nex reload is gone now too, so that should help a little with the sniping. Of course, Facing Worlds is designed to be a sniper's map. If we want to change that, the nex should be removed from the map or perhaps add a transporter or jump pad to move between bases faster. Maybe transport to the floating island thingy, then to the other base.
Xeno The Blind wrote:Considering how many people instinctively vote for such maps (Facing Worlds, Greatwall, Mentalspace), it will impact most games negatively.

You can still rocket jump from the ground or blast off from a wall. Actually, I tried the reduced setting and it isn't that hard to achieve a decent rocket fly with a little practice. I still think the damage radius based detonation (the remove option in the poll) is needed to prevent abuse of rocket flying.
Xeno The Blind wrote:Anything that reduces the fast-paced action and movement in Nexuiz is bad for the game. That's what makes the game fun.

Well, you can go plenty fast with just the laser and hopping, especially after coming off a horizontal jump pad like on Great Wall. And I think what makes the game fun is a tough but fair challenge. In a team game, I think it is preferable to involve the whole team, not just rely on the 1 or 2 players that are rocket boosting.
Xeno The Blind wrote:Another point worth considering is that sniping is more hardware-dependent than movement, so doing things which favor sniping over movement leads to people with better hardware getting even more of an advantage.

This is true. but if captures aren't made in 5.7 seconds, you have time to go on a sniper hunt. Also, if a defender has a little more time to defend with short and medium range weapons, they won't have to rely on sniping. Rocket boosting and sniping should not be the only way to play capture the flag. Personally, I'd love to see versions of the open maps that don't have the RL and nex. Wouldn't that be interesting?
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Postby [-z-] » Fri Feb 29, 2008 3:24 am

Actually the best way to still rocket boost on facing is to shoot the ground or a ledge... like say the top of the base or out the mortar portal ;o).

Happy rocket flying to all!
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Postby Eragon » Sat Mar 01, 2008 5:37 pm

Why can't i vote? i want to keep it :(
Use Ubuntu linux!

It's more user-friendly, faster, more stable, looks better, is easier to install and... free!

www.ubuntu.com
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Postby ArKabZol » Sat Mar 01, 2008 5:41 pm

Why can't it be toggable?
Image

Image
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Postby divVerent » Sat Mar 01, 2008 5:57 pm

Sure it can be toggled. It's the decision of the server admin.
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 Spaceman » Sat Mar 01, 2008 6:30 pm

Having played without the rocket boosting, I have changed my opinion.

I'm now quite happy to see the rocket launchers alternate fire be delayed and remove the easy RB.
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Postby ihsan » Sat Mar 01, 2008 7:08 pm

1. Everybody seems to be saying that facing worlds will be impossible without rocket boosting but i know that that is false because FACING WORLDS IS AN UNREAL MAP AND UNREAL HAS NO ROCKET BOOSTING!

2. All this bunny hoping, trick jumping and rocket boosting makes map design VERY difficult. There is a real problem designing a fun CTF or even DM scenario in a game where a player can literally fly in 1 second what should normally be a 10-15 second run path.
My point is that the laser is the jumping weapon and using it is a skill. I actually think that the laser should also forcibly push the enemy when hit. Rocket boosting is an obvious exploit. Take it out.
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Postby d-a-n-i-e-l » Fri Apr 11, 2008 2:30 pm

Guys, I have rocketboost enabled on our clanserver. Imo that detonatedelay is NOT better for teamplay. Now many guys are camping with nex, some idiots even try to do that at enemys base. So i think its more useful to stop these campers than stoppin rl jumpers.
Oh, and I'm not one of these guys using all the time the boost.
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