Discussing weapons

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Postby Vermeulen » Mon Apr 24, 2006 2:07 am

I was reading this thread a few days ago and then spent a while trying to fix some of the problems people had with the crylink and hagar. I think I found a good solution to the crylink, but I have no idea what to do with the hagar.


For the crylink, try changing the settings ingame to this:
ammo 1, spread 0.03, and refire 0.25, shots 4
I think this should be the new primary. Its kinda spammy, but it works well and is fun to play with. Currently I think it is overpowered, but it just needs balancing.

With the hagar, we tried having a bouncing missile but it doesn't work. I think it should just stay the same for now, we pretty much covered every possible secondary fire for a projectile (without getting weird and stupid)

And yeah I agree with Wazat about more config options. It wouldn't be that hard to change the QC around so every projectile weapon uses the same code, then just has a bunch of cvars for what kind of weapon it is. Cvars for model, spread, speed of projectile, everything for every weapon.
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Postby GreEn`mArine » Mon Apr 24, 2006 4:07 am

I still find Hagar altfire useful because you can hit people with it who are located on a higher level than you (and you can e.g. only see their head/parts of the body). The falling projectiles make it possible to hit them anyway.

However I don't think it would be a bad idea to have something differently introduced for the Hagar alt-fire ;)
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Postby Wazat » Mon Apr 24, 2006 10:38 pm

Vermeulen: Interesting. Perhaps you could simply have some weapon templates for each of the various attack styles, which could be applied for firing (hagar code vs rocket launcher), impact, think, etc. That would be a pain to program but it would be incredibly adaptable. Something for the future, perhaps. It might not be too hard to make a lot of weapons bounce. The question is whether or not that's worth the development time. :/

I do think we should make the crylink bullets bounce once or twice. With a slightly lower rate of fire (and considering the speed those bullets travel), the entities wouldn't last long enough to double up and spam too much. We could even reduce it to 3-5 potent bullets, though it would lose some visual effect.

That's cool that you've been fiddling with the weapons. I'll try those crylink settings later today. I'm interested in seeing how the weapon feels firing 4 times per second at low spread. That could very well be what the weapon needs.

Speaking of the Hagar, have you ever played my "Jeht" Quake mod? It had a weapon called the Resonac Arbitor (in all its low-pixel, 2001-quality glory :D ) which functioned similarly to the Hagar. I think the main difference is the bullet impact delay and the sounds -- the Arbitor hits immediately and has a loud, commanding boom with each shot. This makes it feel like a powerful, angry weapon. I wonder if that's what the Hagar is missing.
I'd love it if you tried the mod, just for kicks if nothing else. Against all reason, my website is still up and working, so you could download Jeht there if you're interested (if not, I'm not offended. ;) ).


GreEn`mArine: That's true. The ballistics on the hagar can give you an advantage, especially when an opponent is above you or far away. I'm wondering what kinds of replacements could keep that quality... or if we should replace it at all.


later, all!
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Postby esteel » Tue Apr 25, 2006 11:30 am

Just to give an update to the current or better upcoming 1.6 situation:
The hagar still has the current primary attack and the secondary attack was changed to be like the primary but the projectiles will bounce exactly one time.
The crylink still has the same secondary attack (flat wide spread) and the primary was only slightly changed, the function is still the same but its now refires twice as fast and fires only half the balls (4) so its like a mixture of the shotgun and machinegun :)
Last edited by esteel on Thu Aug 31, 2006 7:59 pm, edited 1 time in total.
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Postby obi_wan » Tue Apr 25, 2006 12:07 pm

didn't want to create a new subject for that... so i ask it here :) :

- in order to try somethings about lights and shadows on mac, i downloaded the last release candidate... so i tried it :) and omg, it seams that the laser makes me jump really less high than before... Can somebody confirm it ?
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Postby esteel » Tue Apr 25, 2006 12:24 pm

That was because the spawn locations for the projectiles have slightly changed.. should be better again in 1.6.
Last edited by esteel on Thu Aug 31, 2006 7:59 pm, edited 1 time in total.
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Postby tChr » Tue Apr 25, 2006 12:42 pm

Please change the laser sound as you're at it.. you c
an have mine for free :) http://excalibur.nvg.ntnu.no/nexuiz/pk3s/weapons_tchrsounds.pk3

edit: I know its weird.. but its still shitloads better then che cannon sound in 1.5. Its a small electrical weapon damnit, not a artilelrey gun.
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Postby kern » Tue Apr 25, 2006 9:31 pm

how about hagar secondary being a close quarters clearance weapon?

large spread, huge rate of fire, but low on duration, wastes ammo like crazy.
also maybe chance of inadvertant self damage when abused.
cant remember which game, but one weapon if discharged for too long would shake so much as to make aim impossible.

a bit like the GAU8 on A10 tankbusters. any more than a second of fire and you pay a considerable price on stability.
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Postby Vermeulen » Wed Apr 26, 2006 1:58 am

Wazat wrote:
Speaking of the Hagar, have you ever played my "Jeht" Quake mod? It had a weapon called the Resonac Arbitor (in all its low-pixel, 2001-quality glory :D ) which functioned similarly to the Hagar. I think the main difference is the bullet impact delay and the sounds -- the Arbitor hits immediately and has a loud, commanding boom with each shot. This makes it feel like a powerful, angry weapon. I wonder if that's what the Hagar is missing.
I'd love it if you tried the mod, just for kicks if nothing else. Against all reason, my website is still up and working, so you could download Jeht there if you're interested (if not, I'm not offended. ;) ).


I haven't yet but I'll try it. I don't think the hagar sound is the problem though, to me it sounds really powerful.
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Postby tChr » Wed Apr 26, 2006 6:22 am

I too love the ned hagar sound.. It really sounds devastating. The effect ovever, seems reduced since < 1.5 :)
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