Nex animtime feels like ages

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Postby MaKR » Wed Feb 25, 2009 7:09 am

Mr. Bougo: I was agreeing with you. This goes back to the thread by alpha about nerfing the nex. Nexuiz is about fast-paced high-damage weapons and movement. No matter what the weapon rules are, they are equal for both players, both teams, or, in ffa, all players. Everyone has the same weapon rules so deal with them, don't keep changing them.
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Postby tZork » Wed Feb 25, 2009 7:29 am

liolak wrote:hmm yes very sensible subject. that shows how much everyone like the nex gun :)

my opinion on it is keep the the delay and damage like they are right now. But i agree that with the new antilag, the nex as gotten a lot more powerfull. It is now relatively easy to land 2 shots in a row. Something thats was much harder with the 2.4.2 nex on a sever that has a average ping (50-70).

Keeping them like in 2.4.2 or 2.svn? personally i find it easier to hit with the 2.4.2 antilag, but that's proly just because im more used to it. also ping dont enter into it if antilag works.

I would not mind having a longer refire time on it. that way , in a 1v1, when u land a nex shot u can still attack the person with ur other guns, but it leave him more chances to run away and not receiving a second -130 shot while doing so.

if this option is considerable, i would be please to test it with other prae's on the server that we mostly play on and give some feedback.

The thing is, with a long animtime you CANT use other weapons. think of it as a global gun block. until the animtime is over you cant do anything with any gun.

Now there is the also possibility to let the animation be as it is but allow gun switch anyway. The worst thing that would happen then is that the guns fire animation are interrupted and replaced by the weapon switch one. However, it also kills the animtime's role as a weapon switch timer (something im not sure many ppl knew it even did). Personally id rather see a single cvar for a minimum time to switch after fire for weapons.

I also agree with what GreEn`mArine said, its the same for me. I prefer simple "arcade like" gameplay in Nexuiz.

Finally id like to add that I don't think there's anything wrong with that some guns are stronger then others (in combos or not) and if they are way to strong it better to remove some damage. else it just makes the game slow and frustrating.
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 esteel » Wed Feb 25, 2009 8:34 am

tZork wrote:Keeping them like in 2.4.2 or 2.svn? personally i find it easier to hit with the 2.4.2 antilag, but that's proly just because im more used to it. also ping dont enter into it if antilag works.

Might be a bit off topic but antilag in 2.4.2 definitely had a bug which made it unreliable. The current development version has that fixed so antilag should now simply work :P However as the ground de/acceleration was raised a bit it might be now harder to hit people running in zigzag or in general trying to be harder to hit. (Which is good imo)
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Postby Alien » Wed Feb 25, 2009 8:37 am

Somehow I managed to hit with the bug. Now the game feels like playing in 20 fps -> unplayable.
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Postby esteel » Wed Feb 25, 2009 9:31 am

I do not see that the one has to do with the other.. but feel free to try the beta release, maybe its just that compiling Nexuiz yourself was bad.. http://forums.alientrap.local/viewtopic.php?t=4321
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Postby liolak » Wed Feb 25, 2009 3:00 pm

Might be a bit off topic but antilag in 2.4.2 definitely had a bug which made it unreliable. The current development version has that fixed so antilag should now simply work
thats exactly what i meant by relatively easier.

we tried to play a game yesterday with a switching delay of .5s, its surprising how just .2s can make a noticeable difference when u are used to something. It requires u to change ur attacking tactic, because you need to take some cover after a nex shot. If it is to stay like that, im sure ill get used to it, but without a doubt i will change my play a bit. I think it will require me to fight my opponent from a further distance and also will reduce the number of rushing attacks in a game.
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Postby k0jak » Wed Feb 25, 2009 4:21 pm

liolak wrote:
I think it will require me to fight my opponent from a further distance and also will reduce the number of rushing attacks in a game.


I agree on the rushing bit :)
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Postby Urmel » Wed Feb 25, 2009 9:28 pm

Could this "animtime" stuff be the reason why I have problems with laserjumping since the very first 2.SVN I tried? When I'm doing that in the speed I'm used to from 2.42, I shoot myself into the feet or completely blow up :roll:
uncomfortable
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embarrassing
limited
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Postby Alien » Wed Feb 25, 2009 10:00 pm

Urmel wrote:Could this "animtime" stuff be the reason why I have problems with laserjumping since the very first 2.SVN I tried? When I'm doing that in the speed I'm used to from 2.42, I shoot myself into the feet or completely blow up :roll:


Same.

It's not a bad compile or OS, it performs bad on any svn server.
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Postby esteel » Wed Feb 25, 2009 10:24 pm

But please do not try to find funny reason as of why.. in THIS case all that was changed was the time of the fire animation of the NEXGUN model and and make it look nice the configured time (which is also the time you can't switch away from the gun after a shot)

Also alien: have you tested the beta release or 'just' checkouts? Well rather answer that in the thread about the beta release..
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