nerf nex

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Postby Alien » Sat Nov 29, 2008 7:03 pm

TwEaK wrote:rail firerate is either 1250 ms or 1500ms, cant remember, spawning with 120 health, also health/armor rot when above 100/100 is extremely slow

1500
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Postby C.Brutail » Sat Nov 29, 2008 7:40 pm

The actual problem is, that Nex shares the same ammo as electro and crylink - so if you pick up ammo or any of the other weapons, you have ammo for the Nex too.

It's now possible to make enw weapons - isn't it possible to add a new ammo class?
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Postby Alien » Sat Nov 29, 2008 9:07 pm

And you'll need to redesign all the old maps because if nex starts to use new ammo class, this class won't be available in any of these maps. Your solution could be fulfilled by doing this: making current nex act as shock rifle (using cells), making minstanex act as our current nex and adding new ammo class for it until minstanex wasn't incorporated in 100+ maps.
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Postby TwEaK » Sat Nov 29, 2008 9:21 pm

or just introduce an ammo limit...
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Postby Psychcf » Sat Nov 29, 2008 10:44 pm

torus wrote:It's still too powerful. You have to take into account that Nexuiz players are constantly losing health because of laserjumping, so their health fluctuates wildly. In a normal match, one nex hit is quite often a kill, if not very near to it.

I think that NO game should EVER have a one-hit-kill, rapid firing, hitscan sniper rifle, with low ammo usage, UNLESS it is counterbalanced with extremely scarce ammo or weapon placement. The nex is NOT counterbalanced in this way, and is essentially unstoppable in the hands of a good player. There NEEDS to be a check to the Nexrifle, whether that be my system (which continues to be overlooked), or a personal shield, or increased ammo usage.


you make a good point. I don't thing that decreasing the damage value would work well, but increasing the refire rate would be sufficient IMO.
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Postby Alien » Sun Nov 30, 2008 6:02 am

Increase refire rate but then make it kill spawned player instantly (150 dmg).
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Postby Psychcf » Sun Nov 30, 2008 5:43 pm

Alien wrote:Increase refire rate but then make it kill spawned player instantly (150 dmg).


Hmm, but then wouldn't that defeat the purpose of nerfing it in the first place?!
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Postby divVerent » Sun Nov 30, 2008 8:12 pm

Well, the MinstaNex was introduced to allow having a "all-powerful" Nex weapon, so one could maybe change the "regular" nex to have less damage but faster refire (more like shock rifle then).

But that would not make the regular Nex much less powerful...

and mappers who want the one-hit one-kill MinstaNex can place a weapon_minstanex entity.

As for Nex damage, currently I would accept reducing its damage to 120 or 125. Not any lower.
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Postby Alien » Sun Nov 30, 2008 9:47 pm

Minstanex is bad. It's not very impressive as a superweapon and definitely doesn't represent nexuiz (currently laser does that). Woo, can kill anyone with 999 999. "Impressive".

Now people are complaining that nex fires too fast for instakill weapon. Ok, I might agree on that. Make Nex slower (e.g. 2 secs), but make it do 150 dmg. This 10 point difference makes a lot of difference in actual gameplay (yes, there is huge difference between ALMOST instakill and instakill). Leaving nex at 140 will ruin it, what's the point of wasting 2secs and not even killing a player? That you should waste another 2secs to finish him off?

Back to minstanex. Making minsta model as a shock rifle (eg. 60dmg, 0.7s refire) would be much better than this current mega-camp ruin the game thing.
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Postby divVerent » Mon Dec 01, 2008 8:16 am

No. MinstaNex is that way because MinstaGib needs it. It basically got split from the normal Nex code.

And the last thing I want is to have a weapon AGAIN do two different things based on minstagib or not. If we want a shock rifle, make it an ADDITIONAL weapon.

No mapper HAS to place it. It is used for the MinstaGib mode after all. But mappers who make maps for the campers to enjoy WILL place it - and so they should. We non-campers should then simply avoid such maps.
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