-= Hitscan weapons, tactics, and suggestions =-

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Postby Vanquish » Wed Nov 28, 2007 11:28 pm

Does it really stop people mid-air? I've never really noticed this. That is bad, I mean, realistically, the bullets would go through you =P
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Postby Bundy » Thu Nov 29, 2007 10:32 am

Vanquish wrote:Does it really stop people mid-air? I've never really noticed this. That is bad, I mean, realistically, the bullets would go through you =P


Yes, you can hold someone in air with MG. And about "Realistic" in games ... holding 8 weapons with 200 rockets ammo is unrealistic, even for rambo! :D

Torus wrote:For the Nex-

• Make it more powerful, but have a 2.5- 3 second delay in between the shots, and eliminate the "feature" where the delay can be reset by switching weapons. That is just stupid.

• Alternatively, allow for quick successive shots, but make more than 2 quick shots in a row incur a damage penalty (maybe 30 hp), and a longer wait time.


Please not. The nexgun is very balanced imo. It does a lot dmg, it is very strong on long range and useful on mid/shortrange with good aiming BUT Mortar or MG are way better then the nexgun on mid/shortrange, except you do the crazy 3x hit in a row. But that doesnt happen to often against mortar spam ...

I agree with the point, that the delay should not be reseted by switching weapons.

Torus wrote:]
For the MG

• The primary fire is Ok, not too accurate. It could be improved however if it "overheated" after say 150 full auto rounds, and a 3 second penalty would be implemented before it would be usable again.

• The secondary fire is absurd. IMO, it should be marginally more accurate than the primary fire, and no more powerful per round, but be a "burst" attack, where say 15 rounds would be shot off in a very short time per shot, but there would be a longer wait time in between.


Well, I dont know what to change on MG but I always feel like its a very overpowered gun, too. Useable from short to longrange with very strong dmg. Especially in CTF when 3 defenders shoot with MG at you ... pretty much impossible to stay alive 2 seconds when they hit 20% of their shots.
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Postby nexbender » Fri Nov 30, 2007 12:56 am

I can't possibly be bothered to read this entire thread, but whatever Carlyle said in reply is probably my position as well, plus the term isn't "rail-bitch," it's "Darth Rail Bitch." STFU, YMMV, ROFL, etc.
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Postby k0jak » Thu Dec 06, 2007 4:03 pm

mg is over-powered, said it time and time again..
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Postby GreEn`mArine » Thu Dec 06, 2007 4:51 pm

MG roxX
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Postby k0jak » Sun Dec 09, 2007 7:28 pm

GreEn`mArine wrote:MG roxX


go away.
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Postby Psychcf » Sun Dec 09, 2007 8:33 pm

I think if the MG push was gone and the strafe speed was a bit faster it would make all the difference. We also really need Newtonian physics or better antilag code (when I'm strafing/turning and using the crylink/MG it's pretty much unusable). Maybe this is just me, please tell me if I'm wrong. The lightweight weapons (crylink, MG, shotgun) are too weak in general.

Overall, I think the ideas behind each weapon are good, but they really need some tweaking.
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Postby nifrek » Mon Dec 10, 2007 1:47 am

I don't understand why everyone says the shotgun is weak, it's got to be one of the strongest weapon, in close combat you can kill an enemy with armor in like 2 shots using secondary. It's fine for ctf but for dm/tdm I'd say it's too strong and breaks gameplay. I think it's wrong that in a duel you can easily kill a player who is in control when you just respawned because it hits instantly, you should have to use you head and get a weapon and armor before attacking.

IMO having all weapons perfectly balanced to be equally effective doesn't make good gameplay. If you feel the weapon you got is too weak, then avoid your enemy until you got a good one. The only change I would make in Nexuiz about weapons, is weaken the shotgun. MG can be annoying but it depends on the map, so this is the mappers fault for putting it in huge and flat open spaces where you can't hide from bullets. There's a MG on most duel maps too and I've never heard anyone complain about it. This only happens on ctf, where all the big maps are.
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Postby k0jak » Mon Dec 10, 2007 7:11 pm

I can half agree, but mappers seem to just throw EVERY weapon onto ctf maps...i'd like to see more proper testing to comment on the gameplay (weapons being used e.t.c) within the maps before final relases, like you say all the open maps everyone grabs the MG...and, well we know what happens.
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Postby nexbender » Tue Dec 11, 2007 1:16 am

How about a mutator to allow only select weapons from a list? Either the admin sets it up, or players vote on which weapons to allow.
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