Mortar tweak

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Mortar tweak

Postby s3cc0 » Thu Jul 12, 2007 12:58 pm

Don't you people think the mortar secondary shoots too far and too fast?
I find it incredibly difficult to use in a meaningful way, you either get a direct hit (i mean hit someone while the nade is still moving, usually someone who's chasing you), or if you want to spam an area and hope your enemy walks on your granades, you either know the right spots on a map PERFECTLY since a slighly wrong angle can screw it up completely, or just have to rely on luck.
Also this makes granade jumping nearly impossible, since it's very hard to reach your granede before it detonates
And it's way too easy to hit yourself with a misfired nade that bounces around the map to end up blowing right behind you :lol:
On the other hand, i can't imagine a situation where spamming that far could be useful.

I'm not saying to make it very short range like Q3's GL (the electro does an excellent job at that) but slightly more controllable nades would be killer

And, of course, don't touch the primary, it's perfect already :)

cheers
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Postby Mr.Carlyle » Thu Jul 12, 2007 8:12 pm

Don't you people think the mortar secondary shoots too far and too fast?


I agree. The Spidflisk Mod (Deathmatch, USA NJ) already has incorporated a modified version of the mortar secondary. I think you'll like it. Check it out and give some feedback here.
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Postby s3cc0 » Sat Jul 14, 2007 5:37 pm

Ok i've tried the mod it and, yeah i like the modified mortar (the smoke trail is a nice feature too).
The ladck of newtonian physics makes it difficult to use sometimes though, and I wouldn't mind if it had a bit longer range
I like also th e rduced effectiveness of blown up rockets, less laser damage and the visible player spawns among other things, but overall i found the mod to be unplayable due to movement :(
Is the point to encourage jumping by making walking on the ground a pain? :)
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Postby Mr.Carlyle » Sat Jul 14, 2007 6:34 pm

but overall i found the mod to be unplayable due to movement Sad
Is the point to encourage jumping by making walking on the ground a pain? Smile


No that's not the point. Its intended to be faster gameplay, which Spidflisk more than accomplishes. Strange, once I began to get used to standard Nexuiz I found Spidflisk and loved it just for the movement. Really the majority of players don't like Spidflisk because of the Movement and that's sad because it has over 100 other changes (players never even recognize as most are detail driven). Anyway there's only 1 cvar that tweaks the movement where people don't like. This is sv_friction 3...Nexuiz default is 5. Granted when first playing the mod it might be a little hard to get used to, but give it time and it'll come naturally.

Again, if anyone would like to play the mod with more firction (closer to Nexuiz standard) then just ask me and I'll hop on with you and change the cvar. I'm sure you'll find the mod more enjoyable without it. 8)

The ladck of newtonian physics makes it difficult to use sometimes though, and I wouldn't mind if it had a bit longer range


Not sure what you mean pertaining to newtonian when using the mortar secondary. If I were going fast enough for that to come into play, I doubt I'd even use the secondary. The range of the secondary was something that Dresk and I played with for a couple hours one night trying to get it just right. The whole point of not giving it the range that it used to have was that players would just spam the secondary hoping to hit anything out of sheer luck. The mortar secondary now was just tweaked more for a defensive weapon than anything else. Although, I do try to use it for mid-air frags as its much easier to do that now.
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Postby s3cc0 » Sat Jul 14, 2007 7:19 pm

Maybe it had something to do with lag as well (i'm in italy) but i just found movement to be too... well... laggy ;)
I mean, i had have to press my movement keys ahead of 1/2 a second to go approximately where i wanted
How instead about a command to lower the player's friction (+slide!!!) ? :twisted:
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Postby kozak6 » Sat Jul 14, 2007 10:23 pm

Isn't Spidflisk the mod where it feels like you are playing on ice?
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Postby Mr.Carlyle » Sat Jul 14, 2007 11:37 pm

Isn't Spidflisk the mod where it feels like you are playing on ice?


Yes, and again, its just the friction that makes it that way. Honestly, I don't see why people have so much trouble with it, as I never did. :?:
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Postby kozak6 » Mon Jul 16, 2007 12:06 am

I think that it messses everyone up because it's so different.

Outside of a few ice levels or levels with ice, slipping and sliding around is something you almost never see in a first person shooter. Connecting to a Spidflisk server could very well be the first time a player has had to deal with such a thing.

It also gives the player much less control, so basic manuever and tricks from vanilla Nexuiz don't work or are made more difficult, and that can be very frustrating.
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Postby KadaverJack » Mon Jul 16, 2007 10:06 am

And for ppl with high pings it's totally uncontrolable. (bumping into walls all the time is not so much fun...)
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Postby s3cc0 » Mon Jul 16, 2007 11:31 am

Ha ha ha!! Now i understand!
I've seen a demo of Dresk playing his mod. Just mindblowing :shock: Best. Player. Evahhh!!!
No wonder he doesn't worry about friction, i wouldn't too if i could play like that :)

But still, having played on a european spidflisk server without lag, to me reduced friction is more of a hindrance, and i can't really understand what its benefits are supposed to be. Most of the other changes are really sweet though, the higher and faster jumps, instant weapon switching (man, Dresk sure knows how to make a combo :lol:), animations, etc..
Ironically the mortar's secondary shot is one of the things that i would need more getting used to as its use is very different in spidflisk. Namely it's pretty difficult to shoot nades to high places (i kept trying to move forward and jump to gain a bit more range, that's why i earlier mentioned the lack of newtonian physics).
And what KadaverJack said is very true :?
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