nerf nex

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Postby alpha » Tue Dec 23, 2008 10:35 pm

ai wrote:Yup, it's a quick spawn frag. But not instant kill as some people call it.
However, you can still have quick spawn frags even with other weapons.

Nex - Pretty much any other weapon
RL - Mortar
RL - Crylink
RL - HLAC
RL - RL
Electro Combo
Electro Combo - MG
Electro Combo - Crylink
Electro Combo - RL
Shotgun sec (if you're very close to him he will die after just one secondary aka 3 shots)

And so on and so on. Electro combo means spraying electro balls before someone spawns and shot them as soon as they do spawn.
What I believe is that people are referring to shooting someone with Nex from long range and then MG. Which in this case only has to do with the map design and how well positioned the players are.
If you're well positioned a spawn point and you're ready for the player to spawn, he's as good as dead.

Unless people wanna try to completely obliterate spawn frags, by making every weapon so weak that there's no way it would be possible, obliterating spawn frags will never happen.


Not damage per shot/second. Damage per exposure. Electro combo takes TIME (preparation counts). RL shots take TIME and their efficiency decreases with increasing range.

No one skilled would ever risk to even ATTEMPT a shotgun spawnfrag, just because you have a shotgun at spawn and can retaliate. You should be embarrassed to even mention it!

So basically all your arguments are void.

We are talking nex spawnfrags which can not be avoided due to the fact that you have 10 hp and it is insufficient for laserjump.

EDITED BY ai:
Removed harsh language. Please be civil and use normal family friendly words. No need for such language.
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Postby Grasshopper » Tue Dec 23, 2008 10:36 pm

my vote: keep nex like it is
i want to add to Makr's rant by saying , Also you have to remember some maps you can really stack armor and health and two nex shots wont do it . on greatwall i was able to survive four nex shots by one person thank god he ran out of ammo . yes i stacked the hell out of H/A because i was playing with a neophyte team . so i had around 60 health left and capped finally .

the nex is only as good as the player . the health it takes is the reward for skill . i say keep the nex like it is . let us adjust to the new wepons before making another change to an old favorite .

spawnfrags : it happens its gonna happen it will continue to happen . i dont have to have a nex to kill you upon re-entry . not saying i purposely hang out at spawns , infact i like to let ppl get a head start on spawning . three people could fighting on top of a spawn and there you are spawning and get 3 rockets in the face . it happens


Grasshopper: keep it
Last edited by Grasshopper on Tue Dec 23, 2008 10:42 pm, edited 1 time in total.
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Postby alpha » Tue Dec 23, 2008 10:37 pm

alpha:yes
ai:no
alphagod:no
komier:yes
mrbougo: no
MaKR: no
Grasshopper: no
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Postby PCLizard » Tue Dec 23, 2008 10:46 pm

Well, the nex IMO should be nerfed to maintain a more balanced system of weapons. Yes, all it takes is a nex shot and a primary mg shot to kill someone. I would say decrease the nex damage to about 100, and make the reload just a tiny bit faster. Why? It's easier to escape out of such a situation with 50 hp. Now, it would still be possible to nex/rl to kill someone when the spawn, but not as easy as nex and mg/shotgun/laser.

On a side note: Maybe we should drop the rocket damage down some and speed it up some, while keeping the reload time the same. It would be more balanced IMO.
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Postby alpha » Tue Dec 23, 2008 10:51 pm

PCLizard wrote:Well, the nex IMO should be nerfed to maintain a more balanced system of weapons. Yes, all it takes is a nex shot and a primary mg shot to kill someone. I would say decrease the nex damage to about 100, and make the reload just a tiny bit faster. Why? It's easier to escape out of such a situation with 50 hp. Now, it would still be possible to nex/rl to kill someone when the spawn, but not as easy as nex and mg/shotgun/laser.

On a side note: Maybe we should drop the rocket damage down some and speed it up some, while keeping the reload time the same. It would be more balanced IMO.


Make similar vote for RL. IMO it was good when we tested the nerfed version, altho probably not everyone have seen it.

I can not count your vote as yes tho. The proposal is 140 -> 70, not 100. But thanks for being sane anyway.

alpha:yes
ai:no
alphagod:no
komier:yes
mrbougo: no
MaKR: no
Grasshopper: no
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Just my thoughts on the Nex

Postby Flandag NineFingers » Tue Dec 23, 2008 10:58 pm

In my opinion, the "sniper" is used as a defensive weapon and a "back-up" weapon....not so much a weapon used by those who are in the thick of it.
However, the Nex can and is being used that way. I think this can get unfair to those who are either not that good at the Nex (cough) and is redundant to those who are good at long range sniping, for the "fray-men" can just do what they do best and still have pretty much the same results.
Now, how to make more fair for the sniper/ unbalance the power away from the fray-men who just use the Nex? I know of two ways:
One: keep the Nex how it is, and tell everyone that's not so good with the Nex to train = the .......duh. I'd prefer not to use this, but hey, those that say this have a valid point and cannot be ignored
Two: Use the "2-beam" Nex idea. I apologize to the person who first though of this; it began with a "D"...maybe Div (:-() something. anyways, its not my idea, i just like it. What the 2-beam Nex would do is have two beams fire like this ======== and when they are like that, they do some damage, but not too too much. then, at a certain range (fair long) the beams meet like this =====---------- and when they are like that, it causes a lot of damage and/or splash damage (idk if the creator of the idea for the 2-beam Nex wanted splash)
This would be fair for all: the defensive sniper would be rewarded for being good at killing his enemy for a distance, and the fray-men would be rewarded by having this boon to the sniper taken away once he used his skills to be close to that sniper. Thus, the 2-Beam Nex is fair for both Off and Def (for an Off. Sniper, same applies: good damage from a distance)

Now, I'm not sure if this is possible, but i think it is a good idea, and I would like to applaud the person who wrote the post where i read this idea off of.

YARG
EDIT: I vote no, if no one likes this idea
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Re: Just my thoughts on the Nex

Postby alpha » Tue Dec 23, 2008 11:03 pm

Flandag NineFingers wrote:...
EDIT: I vote no, if no one likes this idea
...


Herd behavior: you're doing it right.

alpha:yes
ai:no
alphagod:no
komier:yes
mrbougo: no
MaKR: no
Grasshopper: no
Flandag: no
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Postby Flandag NineFingers » Tue Dec 23, 2008 11:13 pm

alpha, you could have just replied on my thoughts to the 2-Beam Nex instead of insult me
I don't like the nex how it is, but I don't think 70 is the right # if we keep the 1-beam Nex. I agree with PCLiz, 100 is right.
So I that case, don't list my vote, since PCLizards wasn't.

btw alpha: don't insult someone for disagreeing if you, especially when that person respected you
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Postby Grasshopper » Tue Dec 23, 2008 11:23 pm

the new weapons need time to adjust to nexuiz gameplay before we go changing whats been proven . let the devs balance those wepons and then see if nex is too strong . like i said i dont need a nex to spawn kill . the topic could be balancing the new weapns first . hlac doesnt take a whole lot of skill to use but its damage is somewhere in the neighborhood of rocket / nex . i could span kill anyone with hlac and no combos needed . but its intentions could be a strong close range spam weapon but , idk .
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Re: Just my thoughts on the Nex

Postby TwEaK » Tue Dec 23, 2008 11:25 pm

Flandag NineFingers wrote:In my opinion, the "sniper" is used as a defensive weapon and a "back-up" weapon....not so much a weapon used by those who are in the thick of it.
However, the Nex can and is being used that way. I think this can get unfair to those who are either not that good at the Nex (cough) and is redundant to those who are good at long range sniping, for the "fray-men" can just do what they do best and still have pretty much the same results. Solution: learn to aim, otherwise we should just play nerf arena so noone gets butthurt. Nex is easy to counter in close range by bouncing someone with splash damage weapons.
Now, how to make more fair for the sniper/ unbalance the power away from the fray-men who just use the Nex? I know of two ways:
One: keep the Nex how it is, and tell everyone that's not so good with the Nex to train = the .......duh. I'd prefer not to use this, but hey, those that say this have a valid point and cannot be ignoredIf people had common sense, that is what they would do instead of crying about it.
Two: Use the "2-beam" Nex idea. I apologize to the person who first though of this; it began with a "D"...maybe Div (:-() something. anyways, its not my idea, i just like it. What the 2-beam Nex would do is have two beams fire like this ======== and when they are like that, they do some damage, but not too too much. then, at a certain range (fair long) the beams meet like this =====---------- and when they are like that, it causes a lot of damage and/or splash damage (idk if the creator of the idea for the 2-beam Nex wanted splash)
This would be fair for all: the defensive sniper would be rewarded for being good at killing his enemy for a distance, and the fray-men would be rewarded by having this boon to the sniper taken away once he used his skills to be close to that sniper. Thus, the 2-Beam Nex is fair for both Off and Def (for an Off. Sniper, same applies: good damage from a distance)
There doesn't need to be a reward for killing someone at distance, that is the easiest kill to get with the nex.

Now, I'm not sure if this is possible, but i think it is a good idea, and I would like to applaud the person who wrote the post where i read this idea off of.

YARG
EDIT: I vote no, if no one likes this idea


100 damage nex, maybe 15-20% faster reload time would be ideal, otherwise just leave it as it is.
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