"... perfect weapon balancing..."

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Postby divVerent » Mon Jul 02, 2007 6:09 am

TVR wrote:Yes, I think this should be fixed - just, how?

Think about a fast firing version, with less damage, ~120 with ~1 second refire; the weapon switching bug could could be removed in the same fashion of how it was implemented in the last few revisions.[/quote]

No idea what you mean, "in the last few revisions"?

And I certainly do not want a low damage Nex. The Nex is MEANT to be "usually instant kill". Don't want to replace it by a shock rifle.

OK, so the Hagar actually follows the auto-weapon switch tier, then maybe it could be made a bit easier to use in game modes deferring from Keyhunt?


What does it have to do with Key hunt? I looked at these stats on common maps of CTF and Key hunt and saw that the weapon balance stats are the same. It just depends on the maps, not on the game mode - which I found curious, given that Key hunt should have a focus on short range encounters.
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 esteel » Mon Jul 02, 2007 10:34 am

TVR wrote:
divVerent wrote:
I was referring to the weapon switching clearing the accumulated refire time on the Nex, besides if the Nex were a sniper rifle equivalent, it would need more magnification by default; although the Nex shouldn't be overpowered at close ranges, it shouldn't be only useful at long ranges [think DM currently].


Yes, I think this should be fixed - just, how?

Think about a fast firing version, with less damage, ~120 with ~1 second refire; the weapon switching bug could could be removed in the same fashion of how it was implemented in the last few revisions.

Old versions did not have a quickswitch at all.. meaning: If you fire the nexgun in an older version, you would have wait 1.5 seconds before you can fire ANY gun (including the nexgun).
Quickswitch means: If you SWITCH guns you can fire faster. Think of it like the nexgun is reloading but you can fire the other guns as they already have reloaded.

The current weapon system only has one global refire timer which means if you lower refire time you can switch back to the nexgun and fire faster. Thats why it was limited to 1 second which was modeled after some other game and is a feature to reward switching weapons. It takes a bit of concentration away and also in general makes you more flexible. This also means if you fire the nexgun and switch to an other gun you have to wait for the 1s to finish before you can fire. I even started a poll about this a while back (think before 2.2.3 was to be released) and people did not want to change back then.

But if people want to have both (quick switch to other guns and normal nexgun refire time we need to change to weapon system to use a refire timer for each gun, which would then mean you can fire the nexgun, switch to the mortar and fire RIGHT AWAY (as the mortar IS already reloaded).

But maybe you dislike this too and just want us to remove the 1s thing so that you will have to wait 1.5s after the nexgun regardless of which weapon you use next..
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Postby fisk0 » Tue Jul 03, 2007 10:19 pm

In my opinion the shotgun should fire more projectiles (it's 5 now, isn't it? how about 10 or 15?), and then increase the spread a lot, so it becomes lethal in very close combat, and useless at longer distances, kind of like the double shotgun in doom 2, quake or quake 2 (haven't played that many newer games, so I can't say anything about them).
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Postby Mr.Carlyle » Wed Jul 04, 2007 1:59 am

In my opinion the shotgun should fire more projectiles (it's 5 now, isn't it? how about 10 or 15?), and then increase the spread a lot, so it becomes lethal in very close combat, and useless at longer distances,


This is already implemented in the Spidflisk Mod. Dresk and I tested it when we saw the first changes for the betas/alphas of 2.3

Anyway to check it out server is Spidflisk Mod (Deathmatch, USA NJ)
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Postby esteel » Wed Jul 04, 2007 3:20 pm

fisk0 wrote:In my opinion the shotgun should fire more projectiles (it's 5 now, isn't it? how about 10 or 15?), and then increase the spread a lot, so it becomes lethal in very close combat, and useless at longer distances, kind of like the double shotgun in doom 2, quake or quake 2 (haven't played that many newer games, so I can't say anything about them).

Well the low number of projectiles is (in 2.2.3 it was 10 indeed) to lower the needed bandwith when people fire the shotgun. It might be raised again later when we move more and more stuff to the client side with CSQC and can lower the needed bandwidth by other means.
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Mashyne gunz rulez!

Postby Lizard Lips » Wed Nov 28, 2007 4:47 am

Not always, but from the noob perspective, it is a pretty ideal weapon.

I kill myself so much less often, for one thing.

Also, the laser is unappreciated in games with lots of falling potential and no hooks. I blow a lot of players over the edge with the laser and snicker as they fall, fall, fall....

I'm using the cryo in a lot of cramped spaces, but I do tend to frag my dumb self a little too often. Secondary fire works good for bobbing up and hitting snipers on a ledge.

I've also learned to love the shotgun a lot more. Almost never run out of ammo, don't shoot self, and I find it surprisingly effective against rocketeers in close quarters. Blow up they rockets in they face, and then chew them up with a higher rate of fire.

It doesn't kill them with one or two shots, but they take damage with just about every shot, and it adds up.

I think the current weapon balance is pretty good.

I'm not much good with the Electro, however. I don't camp, so the secondary ignition trick is only useful against bots when nobody else is playing. It is useful against snipers as suppressive fire (makes them keep their heads down).
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