Discussing weapons

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Postby Wazat » Fri Apr 28, 2006 1:09 am

Vermeulen wrote: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.


I tried it just now and I think it's loads better than the old one. I definitely recommend it.

I also tried with a spread of 0.07 and liked that more, though power issues should be worked out. Problem is, bots aren't good for determining weapon power since they don't know how to use rapid-fire guns properly, and they generally don't move like humans.

Most importantly, I realized we really need different cvars for the primary and secondary spread. If we do make the primary 0.03, that's way too small for the secondary (which should probably be 0.07 or higher) and they both end up being too much the same. So a spread2 cvar would be a good thing to add.


BTW, has anyone played the invasion mode in UT2004? I recently played that with friends on a lan and really enjoyed it! That and Onslaught are our favorite modes (along with Mutant as a runner-up). I think it would be cool to add a monster invasion mode, though we'd need a lot of creature models & sounds. ^_^
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Postby esteel » Fri Apr 28, 2006 8:15 am

There are two variables in svn/1.6:
set g_balance_crylink_primary_spread 0.08
set g_balance_crylink_secondary_spread 0.08
Almost all weapon cvar have been renamed in such a fashion..
Last edited by esteel on Thu Aug 31, 2006 8:04 pm, edited 1 time in total.
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Postby Vermeulen » Fri Apr 28, 2006 8:23 am

Maybe a bit more spread but 0.07 seems a bit too much, it should still be used for med distance fighting.
I was thinking that the 1.5 primary fire for the crylink would be moved to secondary, with this idea replacing the current primary
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Postby Wazat » Sat Apr 29, 2006 3:51 am

Hmm... As long as you have different rates of fire and different spread for both attacks, you could probably pull that off rather well. Large spread cluster & many bullets for the secondary (current crylink), smaller spread and faster rate of fire for the primary.

Sounds good. Play-test it to death first, though. ;)
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Postby Milla » Mon Jun 26, 2006 2:34 pm

Wazat wrote: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.


some time ago (on old forum) i was asking the same but seems that nexuiz doesnt support locational damage at all.. :( :(

is it that difficult to implement? giving a headshot would be an...an... an orgasm.. :lol: :lol: :lol: :lol:

seriously... it's a very nice feature to play with.. please devs you have done miracles.. do one more :)
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Postby tZork » Mon Jun 26, 2006 2:42 pm

Milla wrote:
Wazat wrote: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.


some time ago (on old forum) i was asking the same but seems that nexuiz doesnt support locational damage at all.. :( :(

is it that difficult to implement? giving a headshot would be an...an... an orgasm.. :lol: :lol: :lol: :lol:

seriously... it's a very nice feature to play with.. please devs you have done miracles.. do one more :)


Depends on how you "define" headshot.

The quick and dirty wa to do it would be to check the z position of the hitlocation on the players hitbox. If thats is rougthly in the head ares - give a headshot. This method could be implemented in a small amnt of dev time since its very simple and requiers no changes to game media.

Method #2 would be to acctualy hitcheck the polygons that makes up the head of the player. This whould be a mutch more accurate way of doining it, and would proly requier media changes (separating the players heads from the rest of the model) and lots of new code since nexuiz is not built with locational damage in mind.

Method one is the only one i can see happening anytime soon in a mod or even in the main release since it seems very mutch work to implement # 2. Given the fast pace of nexuiz the lack of presition in # 1 may go unnoticed.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Milla » Mon Jun 26, 2006 5:22 pm

yea i agree, the first option would be enough, for now :P
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Postby GreEn`mArine » Mon Jun 26, 2006 5:50 pm

it's actually also a matter of whether people want that.

I would be strictly against somehing like that .. I love the fact that hit is hit .. no matter where
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Milla » Mon Jun 26, 2006 6:10 pm

yea sure, but a damage boost when hitting head would be good.. but even if noone would like this, plz, implement at least a message or something else :)

tnx
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