Nexiuz first impressions

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Postby divVerent » Fri May 08, 2009 12:20 pm

Then it's electro primary with remote detonation :P
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 alpha » Fri May 08, 2009 12:25 pm

divVerent wrote:Then it's electro primary with remote detonation :P


Electro is for area-of-effect damage, and tactical defense. Spammers choice #1. And as for rl, well I just happen to like quake style rl, that's it..
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Postby divVerent » Fri May 08, 2009 12:26 pm

Guess where electro primary has its parameters from: Q3A RL.
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 alpha » Fri May 08, 2009 12:31 pm

Wow. That's an eye-opening revelation to me.
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Postby terencehill » Fri May 08, 2009 12:49 pm

divVerent wrote:Can you explain that to me, instead of spreading lies?

Can u before tell me the lies I've said? Tnx. Pls make a list of them.


The rl requires less aiming skills than other weapons, it can damage more players at once and it's overused by medium and low skilled players). That's why it is still used and it's the second in weapon stats as before.
And IMHO this isn't true anymore in 1on1 with skilled players. RL now is very weak compared to the nex and enough weaker than mortar too now.

In my opinion the blast radious is wrong. U know what? Sometimes it happens that I shot a rocket between 4-5 players and I don't hit... I wonder if I shot a rocket or a banger.
But wait...... LOL
Ive just looked now at the weapon data sheet about the radius: RL 150, Mortar 140. WHAT!?!?!? No fucking way... A grenade that has (almost) the same blast radius of a rocket? A huge rocket as the rocket of Nex2.5? Oh man! Never noticed before this... it's just stupid.

Let's fix these 2 points:
1. A rocket should be MORE powerful (radius, damage) than a grenade (in general, I know that in the reality the contrary is possible too)
2. the visual rappresentation of the rocket in game should be appropriated to its power.

These 2 things are pretty obvious, but they aren't in Nexuiz 2.5. I wonder why?
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Postby divVerent » Fri May 08, 2009 1:01 pm

1. Then we'd have to nerf the mortar even more. Otherwise, the RL is clearly overpowered.
2. Agreed, I did not propose the change to make the rocket look bigger. That came from one of the progamer crowd ("OMG ROCKET SO TINY CANT SEE")
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 FraNcoTirAdoR » Fri May 08, 2009 1:09 pm

Well rocketlauncher is very unique the way it is now, im sure in no any games are rockets slow like this... :D I think its speed is not *that* horrible on the stock maps this game comes with, because you are fighting on close range. The real issue that people are just playing wide-open maps all the time, so the fighting distance is far much greater, that way rocketlauncher is completely useless. I agree with terence, mortar + nex combo is still unbreakable. Some added speed to rl (like +10%) wouldnt break balance in my opinion, especially because everything blows back rocket to the shooters face... (even laser too lol)

divVerent wrote:1. Then we'd have to nerf the mortar even more. Otherwise, the RL is clearly overpowered.

As far as i know mortar is the ONLY weapon that didnt get weaker in 2.5, so its trivial its overpowered now, maybe its throw speed really should be lowered a little, this way its completely replacing rocketlauncher because its perfectly usabe to close and medium (and even semi-long) distance too.
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Postby divVerent » Fri May 08, 2009 1:19 pm

Wrong, mortar's refire time got increased, yielding a much lower fire rate.

Uzi: secondary got higher spread, primary slightly less damage
Mortar: higher refire times
Electro: primary damage 80->60, secondary damage 60->50, per-combo damage 70->80 (yes, if used right, electro now is stronger)
Crylink: damage 20->18
Nex: damage 140->130
Hagar: damage 40->37, radius 70->65
RL: damage 130->120, radius 170->150

This ended up yielding pretty good damage stats. Only against the still way overpowered nex nothing can be done.
Last edited by divVerent on Fri May 08, 2009 1:23 pm, edited 1 time in total.
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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Posts: 3809
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Location: BRLOGENSHFEGLE

Postby k0jak » Fri May 08, 2009 1:22 pm

divVerent wrote:1. Then we'd have to nerf the mortar even more. Otherwise, the RL is clearly overpowered.
2. Agreed, I did not propose the change to make the rocket look bigger. That came from one of the progamer crowd ("OMG ROCKET SO TINY CANT SEE")


Actually I have very very very low settings, and I never complained about it, only when it was made bigger :P

/me stares at Unknown[NF]
:]

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Postby FraNcoTirAdoR » Fri May 08, 2009 1:33 pm

divVerent wrote:Only against the still way overpowered nex nothing can be done.


Yeah I think its just the nature of most people to prefer instahit accouracy weapon, the only way would be to discourage spam and overusage is to underpower like it was done in qlive, but game experience is shitty that way anyway... So i dont think nex would get off from the first place of weapon usage statistics, and since the game is called NEXuiz maybe its not such a big problem :D
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