TVR wrote:Div0, if the weapon balance is not unilateral across all maps, wouldn't it only be theoretically balanced then?
Yes, but it is impossible to make the weapons balanced on all maps at once. Especially look at the Nex - it is intended for long range use only, so what use is it on small maps?
I've also noticed a contradiction in your rebuttal, you've actually segregated the weapons on to different levels;
could this mean that only weapons within each category, balanced among each other?
Actually, I consider them still balanced - the different levels appear because of different usability. Main problem with the Crylink is IMHO not the damage it does, but that it looks silly and anything but strong. Of course nobody tries learning how to use it...
It is great that you noticed usability, or 'ease of use'' rating of each weapon, this is without a doubt, one of the major factors dictating whether a weapon is preferred, or deferred;
however I wished that you would have considered the usability [how easy it is learn], compared to the actual damage rate.
I don't like the idea of using calculations to rate weapons - LordHavoc always believes such numbers, but in actual gameplay it's different.
Now my personal beliefs about the current state of the weapons, follow:
Laser: Nothing but a trick jumping device, just as hard using from close, to medium, to far ranges; similar difficulty to a Nex in suppression capability;
however it can be used as an ultra-light fire support weapon for CTF in terms to the grenade launcher.
Laser was never intended as a
weapon. It is a trick jumping device that also does some damage.
Shotgun: Potential damage severely reduced in 2.3, reaching almost insane to be used close-range weapon.
It isn't that bad, and it works quite well in my hands.
Machine Gun: Very easy to use, all purpose weapon.
Yes, maybe too many purposes. Not sure if secondary should really have no spread and thus be useful for long range.
Grenade Launcher: Best used at close range to avoid the arc factor, seemingly over-powered in speed, damage,
and refire compared to other explosive weapons.
From the numbers I would say it is overpowered, but why is it below RL/Nex/Hagar/MG in the stats then?
Crylink: Still incredibly difficult to use [Low overall coverage with the primary],
the secondary is the significantly more useful, especially as a sniper suppression weapon [would be nice if less ammo was consumed per shot].
Well, I learned how to use both modes... it is in fact possible.
Nex: Only practical at long-range sniping now, the long refire time and lower damage make it unfavourable as a close range weapon.
Circumventing the the refire time by quickly switch to and from a weapon is a sign of uselessness.
Yes, that bug needs to get fixed. Whoever implemented that anyway, esteel?
And it is intended that the Nex is for long range only. It otherwise is really overpowered.
Hagar: Useful in extremely cramped hallways [hal_palindrome is a poster example]; in open-spaces,
the rocket projectiles are too slow to accurately hit a moving target. Secondary fire need a massive revamp.
Just... what?
Rocket Launcher: Easily the most powerful weapon now; due to the Newtonian projectile physics,
dodging the rockets, is impossible; a considerable speed or refire deduction would be required to level it out.
I don't consider it that strong from my experience. Maybe because of the high risk of self damage...
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.