Armor/MH Balance

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Postby tZork » Wed May 13, 2009 5:59 pm

ideas:

armour levels (different dmg block %)
regeneration pick-ups (one for each)
combined pick-ups
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 alpha » Wed May 13, 2009 6:30 pm

Just wanted to say thanks for sbar_hudselector 2. Awesome feature and makes perfect sense.
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Postby Alien » Wed May 13, 2009 6:50 pm

tZork wrote:ideas:

armour levels (different dmg block %)
regeneration pick-ups (one for each)
combined pick-ups

+1
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Postby k0jak » Wed May 13, 2009 8:39 pm

Alien wrote:
tZork wrote:ideas:

armour levels (different dmg block %)
regeneration pick-ups (one for each)
combined pick-ups

+1


+1
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Postby k0jak » Wed May 13, 2009 8:47 pm

alpha wrote:There is no need to tweak mega health/100 armor powerups. The only thing that needs to be fixed in this game right now is overpowered nex.


Ok alpha it can be over-powered at times so I will agree with you for once but so are other weapons in comparison (see below), I guess we need a better armour system first actually.

I think the RL is nicely balanced now, because it's nearly non-usable against crylink / mortar, and I don't think it's that strong compared to the other weapons.

And then the over-powered shotgun, which works wonders if you have a low-ping, and is pathetic if you have a ping higher then 50 :/ Just watch waldi play, he might as well use the shotgun + laser all game, from playing him and others I find that people can just run at you with the shotgun and do insane damage from a starting weapon, sometimes I don't even see the point of picking up another weapon in nexuiz.

Oh and the laser that is ridiculously over-powered as well, I feel that should be more for CTF then 1on1/TDM kind of like the UT's Translocator cause it breaks so much stuff in 1on1/tdm to easy to laser everywhere etc with no dis-couragement of using it, with it's powerful force/speed/re-fire rate and hardly any self-hurt damage I can see why so many people run around with it, but it'll never get changed im guessing...
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Postby TVR » Thu May 14, 2009 1:24 am

k0jak wrote:... to easy to laser everywhere etc with no dis-couragement of using it, with it's powerful force/speed/re-fire rate and hardly any self-hurt damage ...


Such is the first and only defining gameplay feature of Nexuiz.

Turning it back into a blaster makes Nexuiz a Q3A clone.
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Postby Flying Steel » Thu May 14, 2009 2:23 am

k0jak wrote:
alpha wrote:There is no need to tweak mega health/100 armor powerups. The only thing that needs to be fixed in this game right now is overpowered nex.


Ok alpha it can be over-powered at times so I will agree with you for once but so are other weapons in comparison (see below), I guess we need a better armour system first actually.


Just as long as the Nex does not fall beneath 100 damage per shot (and no other stats of its are debuffed) giving it less firepower would be a fine solution imo. Now that I have gotten my nerves used to the Nex's everything-or-nothing flavor and started to get good with it, I find that it is a little overpowered (well, at least outside of the crowded DM bloodfests where its all about stealing kills between deaths).

I find that people can just run at you with the shotgun and do insane damage from a starting weapon, sometimes I don't even see the point of picking up another weapon in nexuiz.


I really don't understand why folks think there's so much fun and balance in starting weapons being craptastic. The point in picking up more weapons is to have more options and versatility, not so that you can just get back in the game until you die again and the right of passage of finding a decent weapon begins once again.

I think the best balance would be to make the shotgun just as powerful in its own right as the other weapons, but also have it consume ammo at a comparable rate and only spawn with one pickup's worth of ammo for it. Then your extra incentive to find a new weapon is because you only have so few shots with your starting loadout (unless you're good with the laser).

Oh and the laser that is ridiculously over-powered as well, I feel that should be more for CTF then 1on1/TDM kind of like the UT's Translocator cause it breaks so much stuff in 1on1/tdm to easy to laser everywhere etc with no dis-couragement of using it, with it's powerful force/speed/re-fire rate and hardly any self-hurt damage I can see why so many people run around with it, but it'll never get changed im guessing...


Maybe increase its damage per shot so that there's more of a penalty for jumping.
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Postby alpha » Thu May 14, 2009 3:54 am

My final thoughts on various in this topic:

- improving mega/armor to 150 or smth would make 1v1 even worse, for now it is about who grabs more of health/armor, and I do not think that fps duels should be about running around gathering stuff (this could be remedied by randomizing powerup spawns).
- more and more people admit that nex is batshit insane overpowered. Honestly, I do think that we need to test a 100 or even 70 damage nex in clan wars 3v3ctf, and dm, and on public ctf 5v5. Just to see how it goes, etc
- rl and mortar issue, IMO rl rockets should be faster, because it's just comical how they are now, but rl should have far less push and blast radius. I think we used to have such rl in early 2.5 svn builds (on degreen ctf)... I have no idea why wasnt it approved, it was cool.
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Postby Alien » Thu May 14, 2009 4:13 am

alpha wrote:My final thoughts on various in this topic:

- improving mega/armor to 150 or smth would make 1v1 even worse, for now it is about who grabs more of health/armor, and I do not think that fps duels should be about running around gathering stuff (this could be remedied by randomizing powerup spawns).
- more and more people admit that nex is batshit insane overpowered. Honestly, I do think that we need to test a 100 or even 70 damage nex in clan wars 3v3ctf, and dm, and on public ctf 5v5. Just to see how it goes, etc
- rl and mortar issue, IMO rl rockets should be faster, because it's just comical how they are now, but rl should have far less push and blast radius. I think we used to have such rl in early 2.5 svn builds (on degreen ctf)... I have no idea why wasnt it approved, it was cool.

Slow rockets and lasering around are part of Nexuiz core features, so they can't be removed. 100hp or 100armor is not some sort of powerup like it is in quake, ut. Nexuiz weapons deal high damage and therefore there are lots of spawns of health and armor which one needs to constantly pick up. If you do not bother to pick up enough armor and hp to survive at least 2 nex shots, that might be part of your problem (wanting fast capping by reducing weapon damage of nex, which is solo weapon which prevents that).
Nex is good as it is, just collect some hp, armor before rushing with your laser to enemy base immediately after respawning. If you need fast rockets, use hagar. It's basically is very fast rockets with small blast radius.

Personally, I wouldn't want fast rockets cause it would make another spam weapon in addition to crylink and hagar which are most annoying part of "old weapons" nexuiz arsenal (one of the reasons is that they block view, so you can't aim properly in close combat).

Q3 had machine gun and UT had blaster. Both were rather powerful especially when one could have a blaster in each hand.
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Postby alpha » Thu May 14, 2009 4:46 am

Alien wrote:Nex is good as it is, just collect some hp, armor before rushing
Ever tried that against kojn or bundy? Good luck with that.
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