Balancing changes, Guided missiles, Weapon balance tests

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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby sputnik » Mon Feb 22, 2010 4:19 am

I also tried the balancesamual.cfg. I like it, but I think that there are some aspects that should be revised.

As already mentioned, the secondary of the mortar is almost useless at moment. I like Flying Steel's idea with the big explosion. It would make the secondary much more attractive and fun to use.
Also I think that the machine gun is too weak and the primary of the rifle a little too strong compared to the other weapons.

However, in my view these settings are way better than the current ones.
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby Sepelio » Sat Feb 27, 2010 5:41 pm

Why not have the secondary mortar be a timed grenade that after a few seconds rises into the air then fires a rotating laser a la quake2 oblivion laser grenade things. High ammo usage, high damage and good for clearing rooms. Long reload time so you cant spam it perhaps.

edit: fixed silly typo
Last edited by Sepelio on Thu Mar 11, 2010 1:19 am, edited 1 time in total.
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby Samual » Sun Feb 28, 2010 3:14 pm

Sepelio wrote:Why not have the secondary mortar be a timed grenade that after a few seconds rises into the air then fires a rotating laser a la quake2 oblivion laser grenade things. High ammo usage, high damage and good for clearing rooms. Long reload time so you can spam it perhaps.

You've got to be joking.

Anyway, the grenade secondary is not useless -- The whole point was to make it easy to place for spamming areas, which is why I lowered the speed on it and lowered the lifetime. Try it on final_rage for example, it's easy to spam exits there with nades (It was easy before too) -- And it's useful in open maps too if you know what you're doing.
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby tZork » Sun Feb 28, 2010 4:10 pm

i dont like gl secondary in balancesamual.cfg tbh. i use the gl secondary for two things in nexuiz: jumps and combo (often combined). both get much harder to do with this short delay. its not much different from primary now imo. how abt trying sticky instead? nade sticks to the first thing it hits and has a timeout abt the same as now.
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby paperclips » Sun Feb 28, 2010 6:07 pm

IF the current really is a anti spam measurement, would it not be possible to have it sort of like the rl primary,
Spoiler:
(no im not talking about the rl with the FTL driven rockets, thats a whole set of other headaches, on at the time. )


So that when one fires the gl and keeps the secondary in, it just delays the timer for detonation upon release timer come active and "tickiddy tick BOOM", I cant stress the "tickiddy" hard enough since atm its: "ti BOOM".
This would surely eliminate spam and still allow for jumps, combos and selective targeted spam around corners and a more adequate solution than the ehm.. "present" one.
Another solution would be map specific settings for weapons. This could be/sound really ridiculous, but this suggestion - badly implemented is in the same areacode as making a static setting based on _an_ map.
Done right though it could be nice. Think in terms of maps that are in different atmospheres and such, hence weapons work differently.

Seriously, the gl is my favorite weapon next to guided rl's. Without those two I don't now what is left and I almost, I am ashamed to say, start to see the point of having ancient servers around.
But, "forkiddy fork".
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby Samual » Mon Mar 01, 2010 7:25 pm

tZork wrote:i dont like gl secondary in balancesamual.cfg tbh. i use the gl secondary for two things in nexuiz: jumps and combo (often combined). both get much harder to do with this short delay. its not much different from primary now imo. how abt trying sticky instead? nade sticks to the first thing it hits and has a timeout abt the same as now.
Sticky sounds interesting actually....... I'm not sure if I would like that better though, but i'm open to the idea if you code it.
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Re: Balancing changes, Guided missiles, Weapon balance tests

Postby tZork » Tue Mar 02, 2010 11:51 am

sure, got some stuff i need to get outa the way, but ill do it later today. not sure if it will actually play good.. but it seemed like a good idea a the time (tm) :P
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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