I actually wanted to start this thread, but well, MrBougo was faster this time
Summary of my post: I do not agree to this change and would prefer to have the the old reload animation time and/or switch time back to 0.3 sec as it used to be.
When I quit playing an old tactical shooter several years ago I wanted to start playing FPS games like quake or UnrealTournament. Games, that allow you to pickup items, to respawn, and all that. I was having a close look at both UT99, Quake3 and disliked several aspects of both games.
Then I stumbled across Nexuiz. The game felt so awesome, because it has (had?) so many little elements that add an
arcade factor to the game. It removed realism or limitations or depth/difficulty from game elements of other games. This includes:
- no health and armor restriction
- no ammo restriction / shared ammo
- no need to wait for the weapon to reload before you can switch
And I really like that this is the way Nexuiz works because it adds a certain feeling to the game.
Now, all of a sudden, a weapon modeler, together with divverent, decides to change that fact again, shortly before the new release, and with no announcement whatsoever (
*sidenote). I am wondering what drives you game developers to such a decision. I'd like to hear proper arguments why this change was made by either Morphed or divverent. I'd like to hear the advantages this change introduces, advantages that outweight the fact that this changes a key-component of the game, being arcade and having fast gameplay.
I can imagine one of the pro arguments for changing the anim/switch time to a longer amount:
It would add difficulty to the game, because you'd have to consider much more carefully when to use the nexgun, probably only in situations where you can back off and watch for cover until your reload time is over. This is also certainly one of the reasons why games like Quake3 are working that way - and to the ones who are experienced (>3 years) 1vs1 players and also played and watched Q3 matches, you'll see that such a gameplay element slows the game down (which is intended for Q3 gameplay) and makes it much more tactical.
However, as I said at the beginning, Nexuiz is an arcade game for me and also many others. It should not need to add such artificial reloadtimes, and especially not just for one weapon. If at all, then for all weapon, or for none of them (in our case, the latter, of course). The ones who want to weaken the Nexgun: the damage of the nexgun has already been weakened from 140 to 130. Apart from that, using nexgun in the infight is already hard enough anyway, since you are pushed around a lot by mortar or rocket launcher already. Also, keep in mind that many players became skilled in using combos that include the nexgun in the combo chain, and why would you want to ruin that practice (and please don't come with an argument that you can simply use nexgun as last weapon, that "wouldn't work").
esteel wrote:Take a look at the crifle..
Well, the camping rifle is a very strong weapon, since it is antilagged again at least. When having a good aim, you can be much more effective with it when doing headshots, as it has a higher refire rate. Just to provide the maths: with one magazine you can do 8(mag size)x160(headshotdmg) = 1280 damage in 8x0.7(refire) = 5,6 seconds. With nexgun, in 5,6 seconds you can do only three shots, each shot does 130 damage, so even if you interpolated the damage (130 / 1.5 * 5.6) you'd do 485.3 damage in 5.6 seconds. Therefore, adding penalty such as auto reload to the CR is perfectly fine, because it is basically the BFG in Nexuiz now anyway...
*Sidenote:
But, actually, I do now even think that it isn't that bad that new, game changing features just get in without annoucement, as long as the players have the change to complain about it, just like we did for the change of removing antilag for projectile-bullets, which turned out to be reverted again, thank god.