Discussing weapons

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Postby kern » Tue Apr 04, 2006 3:45 pm

No. The laser is shit easy to use for this on evil space. No_skill_whoatsoever_is_needed.


its not all one way.

no skill ...... except that old cheese "tactics" again.
and maybe
- aim: try pishing off a good mover.
- control of your own vertical space: ie jumping ? try not pishing yourself off
- selection of range for best effect: try pishing off at v.close range
- getting between platforms without needing to take a predictable route: ie a jump pad ? try jumping between platforms when theres the slightest hint of lag on your connection.

if its made a pickup, then the argument is invalid as if you are saying the lazer gives unfair advantage, then this is given to the player that acquires it, whereas atm it belongs to all players equally to make the best use of.

Perhaps the problem lies in that the ammo is unlimited, not that its the default weapon. try limit the ammo as this puts it on a par with all the other weapons. unlimited ammo would make any weapon on any map overly useful.

its the same the world over, if someone finds a way of exploiting a method that leaves competitiors eating dust, then (usually) lets penalise the successful, or change the rules, not try and play the same game ourselves, or develop a different strategy to combat the advantage.

whats the world coming to ?

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Postby mehere101 » Tue Apr 04, 2006 11:43 pm

What if the laser had a battery. Each shot drains some energy, which recharges over time. It would limit the gun to be what I see its original purpose: being a gun you use to fight when you run out of ammo.
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Postby Wazat » Wed Apr 05, 2006 12:28 am

Custom modes:
It's entirely possible to create an activatable module (like laser-guided rockets, vampire mode, etc) that could activate at the start of certain maps. So, if the devs were to make a special space-map laser that used ammo or required different tactics, they could modify the mapcfg files of spacemaps so they would activate that mod on start and deactivate the mod (if it wasn't already active) when the round ends. Thus, you could have a different kind of laser for space maps.

New Laser Weapon:
I think a good laser ammo system would be a recharging one, especially if you could super-charge it with the secondary fire button. You start out with 100 points (ammo) which recharge at 20 per second when not firing. When you fire, it takes 10 points. The ammo/points determines the power of the weapon: 0 points is 20% power, 50 points is 60%, 100 is 100%. This also affects the blast strength. This means you need to fight conservatively to get the most damage and pushing power, but if you need to finish off an enemy you can empty your clip doing so.
In addition to this, you can hold alt-fire to charge up a more powerful shock. It deals up to 200% damage with a larger and heavier blast, but nearly exhausts your clip (meaning it'll take almost 5 seconds to get back up to full capacity), and you have to hold the button and charge it for a second or more just to get up to that power. However, you can get some good toss power from the blast, and it's good to fire at crowds.
Given another weapon, you may be strongly inclined to swap and rely on the laser only when needed.

Customize The Maps!
I should also point out that *anyone* can edit the .mapcfg files and fiddle with the weapon values. The devs could do this, you could do this, servers can (and should) do this. You can change the gravity, weapon power, and just about any other game features for any map running on your server, whether you're just playing on a lan, against bots, or you're hosting for the world. You can have versions of the map that focus on the laser, and versions that defer from it. Versions that start the player with a machinegun or rocket launcher, others that start only with the laser. Look through the menu options and think about how you could change a map with those alone.

Please do look into how to modify mapcfg files. You can make the other weapons have much higher impact force, wilt the laser or super-power it, modify weapon damage, change the gravity, set up game modes, set up game modifiers (example: this map always has grappling hook and vampire mode), etc. In fact, you can have several different variations of the *same* map that show up as different entries in the map selector in the menu.

I specifically designed it to be able to do that. People should be able to create wacky variations of maps, or provide custom-tailored weapon balances. Please consider using that functionality. Please. It would make my day to see the feature being used. :D
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Postby KillerKitty » Sun Apr 09, 2006 11:00 am

I think that if anything is done with the laser, it should still be useful for trickjumping. I use the laser all the time for jumping around and if that was removed it would be a shame.

Right now the Crylink is only useful at point-blank range, and I would like to see it fine-tuned so it is more like a double-barreled shotgun: Lethal at point-blank range, powerful at close range, not useful at long range.
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Postby Lardarse » Fri Apr 21, 2006 2:32 am

I think I'd better add my ideas to the fire...

Laser: Excessively strong. Should be damage 25, force 150, speed 5000, and do double selfdamage, so that you can actually feel that it hurt. Think UT99 impact hammer. Should also do double knockback to self, so that it will only throw you around, not everyone else. Secondary for the laser should be the grappling hook, which should either have a claw health of 60, and/or transfer half the damage it receives back to the owner.

SG: Primary needs less spread, to become genuinely useful. Secondary has a good conccept, but its usefulness needs to be situational, not general. Starting ammo might need to be recuded if it intended to be kept as a spawn weapon, and laser remains to be strong.

MG: Well balanced. Both primary and secondary have uses - the primary for general spray, and the secondary for mid-range sniping. The extra damage first bullet for the primary is a nice touch, as it rewards accurate spraying. Ammo is way to abundant, though. 120 bullets on pickup is nearly 2000 damage that can potentially be done. No other weapon comes close to that.

Mortar: Fairly good. Primary feels a little easy to use, maybe dropping speed to 1800 would be better. Secondary speed would then have to be reduced to 1300 to preserve the balance. Secondary refire is currently a little too fast. Should either be closer to primary refire (0.65), or the grenades should bounce off other players (like in dpmod). The second option makes it a lot harder to use, the first just makes it fairer at close range.

Electro: Currently a very unbalanced weapon. Primary is 4 ammo, when it deserves to only be 3. LordHavoc says 2, but that sounds too unbalancing. Secondary fire is good, but the balls should last for more than 2 seconds to make the combo easier to do. The combo is nice for the down player, if he can pull it of, because it can severly weaken the up player, by doing upto 330 damage. However, it's far too hard to do hit anyone with it, so it needs a larger radius. 200 if you want to keep the edge damage, or anywhere upto 300 if you reduce edgedamage to 0.

Nex: LordHavoc is right about one thing, though. This weapon is an insult to the concept. Its damage has been reduced from 800 (pre-1.0) to 150 in the current version. This now makes the weapon useless to the down player, where it used to do a reasonable job as an equalizer weapon. To make this weapon stronger, while keeping it balanced, there needs to be a stronger disadvantage to offset the increased damage. Increasing the reload time wouldn't help, as there's no real disadvantage to not being able to shoot a second time if the first shot was enough (and it often will be). Increasing the ammo used would mean that you have less shots to play with, which would ultimately make it not used as much, and offsetting that by giving more ammo when you pick it up would just make it be a large ammo pack for the other 2 energy weapons.

Therefore you have to make the weapon harder to use. The easiest way to do this, in terms of implementation configuration and documentation, is to add a pre-fire time to the weapon. To explain simply: You pull the trigger, it waits 500ms and then fires. It then makes you wait another second before you can pull the trigger again. This will make the weapon less apparently useful, so it would need to be the secondary fire mode of the gun, with a weaker, instant-firing primary function. This would be something like 2 ammo, for around 60 damage, refiring every 0.6, and not going through multiple players.

RL: A fairly balanced weapon. It maybe is a little slow, but it becomes too similar to other weapons (and therefore better) if it becomes much faster.

Crylink and Hagar: I'll take these weapons together, because they both have the same problem, but more on that later. The Hagar has very little wrong with it. It's hard to use, but it's very powerful if used well. The crylink is less interesting, beacuse in its current form, it's too similar to the shotgun.

However, the biggest problem with these 2 weapons is that there is very little apparent difference between the 2 firing modes of each weapon. And I can't really think of 2 firing modes that aren't copying what's been done already. Sadly, I'm not sure what to do about these...

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Postby kozak6 » Fri Apr 21, 2006 6:22 pm

I don't know if I like the idea of a grappling hook for the laser secondary. The grappling hook is fun, I will admit that, but it changes gameplay severely. I think I like it better as a server option.

I agree on having a tighter choke for shotgun primary.

500 ms would make the Nex primary completely useless. That's half a second. 200 would be a bit closer, or perhaps 150 if lag is kept in mind. Of course, this would further cripple any lagging players.

For the Crylink, perhaps some sort of nail-bomb launching dealy might work. Or perhaps something somewhere between a nailgun and the shotgun. Others have suggested something like the current version except with bouncing nails.

The Hagar is interesting. It's difficult to make a good suggestion for. Perhaps bouncing and arcing projectiles for the secondary might work.
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Postby PHREAK » Fri Apr 21, 2006 7:13 pm

Well, a bit about nex and hager.

Hager is the most fun weapon in game regardless of the fact that it's hard to kill with. I pesonaly would not touch it at all. It just seems very balanced. One "minor" problem with it is ammo consumption. It simply uses too many for what it does.

As far as nex, I really like the old one a lot better then the new. It was inaccurate and required skill. One shot kill but hard to use is the key I believe.
Another thing is that it looked mystical and alien rather then futuristic-industrial, like the new one. The new nex requires little or no skill since all one has to do is aim.....no thinking required.

And while I'm at it, the crylink. I was never a good, balanced weapon. Then it got worse!
I've heard arguments for the crylink; it's good this way, that way, in that situation. Maybe, but it simply does not flow with the rest.
Rather then tweaking the hell out of it to make it better, why don't we come up with a new type of weapon AND a new model ans start from scratch.
While many weapons in nex need a bit tweaking to have their full balanced potential, crylink is simply an outsider weapon where tweaking won't help much.
Just my opinion.
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Postby GreEn`mArine » Fri Apr 21, 2006 8:57 pm

rofl, once you start messing around with such things and make the Nexgun have a simulated lag, make the laser useless etc. you will experience a big drop of the playerbase. I'm glad that this discussion won't really "do" something anyway

there are sentences I really must laugh about, such as "As far as nex, I really like the old one a lot better then the new. It was inaccurate and required skill." ... hahaha, inaccuracy was a bug, and not a feature

I won't share my opinions about the weapons here, however I wouldn't even have to say much as I like most of the weapons the way they are. Whining around and proposing odd things is ridiculous ...imo
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Postby k0jak » Fri Apr 21, 2006 10:25 pm

Well the hagar, you have to constantly swing your aim dead fast to hit players who sidestep, and i only just noticed this, it's a bit annoying really, since you basically spray and pray left and right, and hope to keep them in the middle of these shots, since it takes too long imo for the shots to come out and land, bit annoying :)
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Postby Wazat » Sun Apr 23, 2006 11:45 pm

GreEn`mArine wrote:I won't share my opinions about the weapons here, however I wouldn't even have to say much as I like most of the weapons the way they are. Whining around and proposing odd things is ridiculous ...imo


Hrm... Maybe it's best that you do not choose to post your opinions here. People might ridicule you just as easily as you have done to them. :?

And please do recognize that this discussion could very well affect future versions of the game. The devs are not so aloof as to never visit their own forums and look at the discussions there... If they agree with someone here, try out their suggestions, and discover that they actually work out really well in the game... Well, you're going to be very irate, I'm guessing. The unthinkable solution would, of course, be to participate in the discussion in a respectful tone and get your genuine opinions out there. The way you decided to handle things has instead shown that you are rude, insulting, cowardly, and have little of value to say.

The best ideas aren't always the first ones tried. Sometimes you have to play with things a while before you get them right. And people discussing such possibilities in a forum are hardly deserving of such... ignorant, brutish supression.

Anyway, on with the discussion.

One thing I like about Nexuiz is its configurability. Friends can start up a server with completely different settings to better fit their tastes. It's still hard to do a lot of things though because you need a QC coder who's familiar with the game's code before you can break outside of the box (make crylink bounce, radically change a weapon, etc). It would be nice to add even more power to the config (like the ability to give any weapon bounciness, or move one weapon's alt fire to another, or change the ammo requirements) so that people could try more things and fiddle with different weapon ideas without having any coding experience. Unfortunately much of that would take considerable code changes, and I'd feel sorry for the devs trying to implement some of the more complex items (though letting any projectile be bouncy isn't all that hard).

On the crylink: I think a slower fire rate, wider spread and bouncing bullets on the crylink would do it some good. Some day I ought to hop back in the code and make it bounce 1-2 times so I can play with it a bit. A recognizably different alt-fire would also be in order.

I've spoken to people who really like the hagar's alt-fire because the gravity-pulling arc allows them to hit players much more easily (by pulling the bullets to the floor), where simply aiming down is more challenging at long range. I wouldn't mind a more functionally different alt-fire, but first I'd like a chance to hear from a few folks who really like the hagar's alt-fire as-is.

Personally, I like the hagar, but I have trouble killing non-bot players with it, and I haven't really gotten good with the alt-fire. Unlike the Arbitor in Jeht/Conquest (Quake mods I've made), the bullets seem really slow and they don't feel like they're hitting with much force at all.

Lardarse: If I remember right you've played Jeht a bit. Do you remember the Arbitor? I think I like its feel more than the Hagar's...

Does the nex have locational damage? I imagine a body shot could do the normal amount of damage, but a head shot could award the user with 500 or so damage... That way only a player with some armor and 200 hp would survive a precise aim.


What Lardarse says about the Nex is interesting. Giving the down player ways to handle a dominating opponent is really important sometimes, or the game gets old really fast for both players (unless the one that's winning is a lamer who gets thrills from that kind of thing). All too often I'll play with friends and just ream because they can't compete with me, but then I play online with people who know how to harvest the map, and I can't take them down no matter how many times I hit them. With the nex. In the balls, even. :D
Ways to balance out the game a little and reel dominating players in a bit to give them a challenge and let everyone else participate might be interesting to explore, and the concept has spawned a few ideas in my mind. Preferrably most of these would be server-activated mods that would be optional if not all players liked 'em.

In rune match or some other game mode, it would be interesting to give players a poison rune that poisons other players, causing their health to drop rapidly and completely disabling armor. This would affect players with lots of health much more than those who are just starting out or sitting at around 100 hp.

Even better, the grenades I made for NexTF would be fun -- if each player could pick up Poison and Disruptor hand-grenades, they could really wreak havoc against a harvesting player with tons of health/armor. For those of you who don't know, Poison grenades rapidly deal out 200 damage over 3 seconds but won't kill the player by themselves, because they cap at 10-25 health; armor disruption grenades completely wipe out armor, setting it to 0.
If put in normal Nexuiz, unless we make them off-hand with more key bindings you would have to actually take the time to select and use them, and they might not explode on impact (bouncing and exploding on a timer instead), so they're hardly all-powerful.
If the poison grenade wiped out all health above 35 or 70 health (instead of just doing 200 damage), it and the disruption grenade could be really good to toss into dm maps or to give to players if a mod is enabled. Dominating players wouldn't be irreparably crippled, but it would definitely take a chunk out of their defenses. And a fast-moving player might be hard to hit with the blast, so there is skill involved.

A game mode where your kill count gives you a handicap would even things out... but that might suck a lot. I'd rather not pursue that one too heavily unless people were interested in having it as an activatable mode.

However, a game mode that reduced your max health by 1 for every 1 second you are alive (so that your health starts degenerating faster and faster) might be interesting. It could probably stop at 15-25 hp with no armor limit. It's not so much to balance the players as to increase the recycle rate of bodies. No one player lives very long unless he's really good. When a player dies he has to go grab weapons again and restart on ammo, hp, armor, etc.

Another similar idea would be to remove all armor items from the game, and start everyone out with 50-70 armor. The armor blocks its amount as a percent in damage -- if you have 30 armor, it blocks 30% damage. You lose 1 armor per 2 seconds when you first spawn though, and the longer you're alive, the faster your armor drops. Then up the player damage modifier by 50-200% to make things interesting. This would contribute to the recycle rate of players, making a long-living player more vulnerable to death and starting over.

The Empathy curse in Rune-match also adds an interesting twist for a dominating player. In fact, all the curses do. The player carrying all the stuff is afflicted with some pretty nasty debilitations, and he's the only target left on the map. ;D This is meant to encourage frequent recycling in rune-match so that a player has difficulty just grabbing everything and becoming unstoppable, and the respawning of all but 2 runes on death makes sure that other players get a chance at glory. I haven't heard the verdict on how effective it is though.


Hmmm... anyway, these are but ruminations for the moment. I hope that one of the devs takes interest but shows some restraint in what he implements. Much of these are just ideas for the sake of discussion and refinement. ;D
I don't know if I'll ever have the energy and free time to start development again, but that's a possibility.

I welcome (non-flaming/screaming :wink: ) feedback.
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