New weapons (and some old one) don't fit Nexuiz

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Postby TVR » Fri Sep 25, 2009 4:34 pm

The Laser as been deemed an 'enjoyable feature'.

Which is why it is the only thing that hasn't changed since 1.1.
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Postby Flying Steel » Fri Sep 25, 2009 4:39 pm

TVR wrote:The Laser as been deemed an 'enjoyable feature'.

Which is why it is the only thing that hasn't changed since 1.1.


But deemed so by who?

(I am assuming we're still talking about just the laser's force/damage settings here.)
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Postby TVR » Fri Sep 25, 2009 6:25 pm

Given Esteel being the most active developer back during 1.x, I'll assume he changed the settings to make Laser-jumping easier after C.Brutail discovered it.

But it's implied all developers, Vermeulen, and LordHavoc support it, otherwise there would have been earlier changes.
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Postby Flying Steel » Fri Sep 25, 2009 6:45 pm

TVR wrote:But it's implied all developers, Vermeulen, and LordHavoc support it, otherwise there would have been earlier changes.


That's possible because alot of overhauling has been recently experimented with for the other weapons, while the laser only become better for jumping with its new secondary (a really cool feature I have to say).

But it could also be they are working their way over to it or want to wait to see how things pan out with all of the changes 2.5 and 2.6 will have made. They might also be under the impression that the laser's current settings are more popular than they actually are.
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Postby SinSniper » Sat Sep 26, 2009 12:37 pm

Bundy wrote:
SinSniper wrote:Btw i don't get the point in saying: close range sg is too powerful!


I think I wrote it all down in this thread on Page 2 (Posted: Thu May 14, 2009 9:32 am). I never played a 3d game with such a strong _start_ weapon/combo. Keep in mind that you dont have to pick up the SG.


i think that at this point its fine to have sg powerful from beginning, a part from top players this would prevent medium players to jump on u when spawned shooting rockets like mad but keep them to mid range avoiding constant spawn frag
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Postby C.Brutail » Thu Oct 01, 2009 9:59 am

Imho the largest problem with the weapons are that there are only 4 types of ammo: rockets, bullets, cells, and shells. If you pick up the electro or the crylink, you already have ammo for the Nex. Same with hagar/mortar/RL.

I know it'd be a hell lot of work (I could help in that now that I have a good pc that can compile maps in good speed), but I still think that at least the Nex should use a different ammo type. That'd help the overpowered issue a lot, because you'd need to control/use the nex effectively.

On mg/rifle/HLAC:
I've said this a lot too, that imho the mg should have less accuracy, and the HLAC should have a spin-up spin-down fireing style.
The rifle primary is nice, I like the whole headshot stuff, but the secodary firemode is ridiculous.
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Postby FraNcoTirAdoR » Thu Oct 01, 2009 12:41 pm

Perfectly agree. If nex would use different ammo type since beginning there would have never been balance problem with it due you could never spam or camp with it for long time, giving other weapons more relevance too. I offer my pc for map recompilations if that what it takes... :P
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Postby Vordreller » Thu Oct 01, 2009 1:07 pm

Nex doesn't need separate ammo, already takes 5 bullets per shot.
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Postby FraNcoTirAdoR » Thu Oct 01, 2009 2:55 pm

Vordreller wrote:Nex doesn't need separate ammo, already takes 5 bullets per shot.

The core of the problem is completely different :P The problem is that you can supply the strongest weapon in the game from ANYWHERE on the map, because the weaker weapons (that are placed on every corner) keep your nex filled up. Noone can say its normal... :P Okey i simplify down the current isse with the superlow ammo number so everyone can get the point: imagine that there is only 1 ammotype, you can keep the ammo of your weapons on high level just by walking anywhere. The difference isnt too huge even with 4 ammos.
It wouldnt be solved almost at all if nex would consume double, 10 ammos. The problem is that you can feed it with one of the most common ammo type. With separate ammo type the mappers could control on their map where and wether they want to support sniping/camping. Example from other game: there is a reason why the reedember doesnt use 50 rocket ammo instead of its special ammo type. Same with BFG in quake, if it would just consume normal rocket ammo, people could spam with it all the time without any problem of ammo supply.
A partial soultion can be without remaking all the maps to give a maximum capacity of ammo that you can carry with yourself, so you wont be able to shoot with nex 100 times if you pick up 500 ammo (takes 2 minutes to collect on a usual map), but i would still stick to the original idea.
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Postby Silica Gel: Do Not Eat » Thu Oct 01, 2009 3:20 pm

I would like to see a better start weapon, something that is moderately good for long and close range.
Perhaps, a laser version of the Halo pistol would work out nicely.
A few peeps with a Laser Pistol should be able to take out a camper with a nex

Instead of nerfing the nex I would like to see a weapon the would be effective at taking out Nex campers.
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