Nex adjusted for ladder

For the 1on1 Ladder on PlanetNexuiz

Moderators: Nexuiz Moderators, Moderators, Ladder Moderators

DO you think Nex dmaga should be lowered to less than 150 on the ladder servers?

yes
12
44%
no
15
56%
 
Total votes : 27

Nex adjusted for ladder

Postby tChr » Sat Apr 08, 2006 12:25 pm

I suggest that the ladder server config requires the nex damage to be lowered to 145 or less. It would be more fair imo, if no weapon could kill a newly spawned person with one hit in these matches.

145 is a good value, cause it will only affect fragging of fresh spawns. As soon as the health start to rot, it still as powerful as before. The times it might have som effect on the gameplay, is when the opponent is stacked enough to witstand two or three hits, and thast not too often :)

I'm working on getting acceptance for this in the game in general, but I think we could start doing it here.
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Postby GreEn`mArine » Sat Apr 08, 2006 2:02 pm

I do agree to have a lowered nexgun damage or handling (for the ladder only). I would say to first get the rules set (how shall the new nexgun damage/handling be like) and then let the people vote whether we should introduce that or not and then let it run for a certain time, we will see how people react then after really playing with different settings.

I'd like to make the nexgun do a damage that is not only a little weaker (145 is almost like 150, but avoids the spawnkill) but a bit more, something around 120.

However, this would mean that stacked players (with a lot of armor and health) are even harder to kill if the nexgun is "even weaker", so I am asking the coders whether it is possible to have ONLY THE NEXGUN to do it's damage to 70% of HP and 30% of armor (instead of the standard 40% health and 60% armor scheme). this would make the nexgun a fair weapon against spawnkills because the spawned player has 30 HP left which can save him even if the enemy tries to hunt him and doesn't precisely hit, and also be strong against the "not so much liked feature of nexuiz", pumped up players running around with 300/300 HP/armor because a nexgun hit will do 120*0,7 = 84 dmg to health (old weapon would do 150*0.4 = 60 dmg to health)
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Postby Charliebrownau » Sun Apr 09, 2006 10:22 am

LOL :lol: :lol: :lol:

Sounds like too many newbies playing and bitching about losing matchs in my view .

I had a game today (09/April/2006) and a person joined my local server with 400 ping , amazing thou it didnt feel that lagy , but i couldnt shoot him well with rockets due to the ping . He was good player but I still won with about double points (it was DOM Mode) then like so many nexuiz games, after they lose , they flea without saying a single word

I've tired letting them win a little, they still flea after one or two levels so ive stoped letting them get free kills and go easy on them ..

Death awaits them all in nexuiz :roll:
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Postby Urmel » Sun Apr 09, 2006 12:50 pm

Well, this sounds really annoying to me. The nexgun indeed has a very big damage, but like no other weapon You have to do the aiming very good to succeed. Either You hit the enemy or You won't do any damage at all.

I wouldn't bother the damage of a mortar weapon ie, just because others are better at using it than me. Some players have so good mortar skillz, if they hit me once with it, I don't have any chance, neither to get away nor to rebattle. So why bother my weapon??

You want me to get off the ladder?
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Postby kern » Sun Apr 09, 2006 12:53 pm

Sounds like too many newbies playing and bitching about losing matchs in my view .


yep, theres plenty of that around, and some "oldies" ;) let the players ramp up to make the best of the tools given not ramp the game down so all can cope. #

however, i think this is about removing the "roll of the dice" kill, ie semi lucky, when a player respawns and gets whacked instantly. dead. Nex power exceeds start Health and Armour.
This shot isnt totally down to skill as its on the respawn.

lowering the Nex to just below Armor/Health max would enable the victim to also make a reflex shot back and get moving.

This should ensure ladder matches reflect better the general skill level, and where players are evenly balanced, help prevent a game win biased by the luck of the respawn.

im voitng yes to the adjustment.
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Postby HJvK » Sun Apr 09, 2006 12:55 pm

Charliebrownau wrote:LOL :lol: :lol: :lol:

Sounds like too many newbies playing and bitching about losing matchs in my view .

I had a game today (09/April/2006) and a person joined my local server with 400 ping , amazing thou it didnt feel that lagy , but i couldnt shoot him well with rockets due to the ping . He was good player but I still won with about double points (it was DOM Mode) then like so many nexuiz games, after they lose , they flea without saying a single word

I've tired letting them win a little, they still flea after one or two levels so ive stoped letting them get free kills and go easy on them ..

Death awaits them all in nexuiz :roll:


I had more than a hour long a ping above 200 and only 11-17 fps average... but I still owned :shock:
- Started playing nexuiz at the 6th of april 2006 under the name HJvK -
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Postby PHREAK » Sun Apr 09, 2006 5:45 pm

I voted no......yeah, suprized? :twisted:

I don't think this is the right way of preventing spawn kills. In my opinion, this would only make the strong players stronger and the stackers unbeatable.
As I said before, making the spawned player invurnable for 1 or 1.5 seconds would solve the "spawn kill" issue without throwing off the balance of the game.

Just my $0.02
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Postby tChr » Mon Apr 10, 2006 1:48 am

the nex is far too powerful as it is. IMO it should be changed overall, but this is particulary noticeable in ladder games as they are 1on1. I shoudl not be the one to complai, cause i make mor frags this way than I'm fragged myself, but IMO its unbalanced this way.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby esteel » Tue Apr 18, 2006 9:12 am

Resurecting an almost dead thread.. :)
I think its not just the Nexgun that needs adjustments for 1on1. Currently Nexuiz 1on1 is MUCH more item based then other games and i think Phreak is right when he says a lowered Nexgun damage might make this even worse. So this poll is much too narrow.. I think most other balance variables needs to be adjusted too.
Last edited by esteel on Thu Aug 31, 2006 7:53 pm, edited 1 time in total.
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Postby k0jak » Wed Apr 19, 2006 2:50 pm

Reduce the nex to around 95 - 105 damage..

..Change the armours to give 25/50/100 or 50/100/200 points of protection.

and then place the armours as you feel are suitable on the maps.


Dunno if its just me, but the armours seem 'small'....you should be able to jump into them...not over them when strafe jumping...
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