Balancing changes, Guided missiles, Weapon balance tests

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Postby Flying Steel » Mon Jun 01, 2009 9:14 pm

divVerent wrote:All maps. But out of 9, there's always some good ones. VOTE FOR THEM.


Cool, I prefer a big range of maps.

I just remember you removing Das Tower from the list, so I thought there might be others too in a ban list.
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Postby divVerent » Mon Jun 01, 2009 9:30 pm

There are.

I move maps there if they are very, obviously, bad.

If you want to suggest any other maps to go there, go ahead.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby C.Brutail » Mon Jun 01, 2009 10:48 pm

I've tried the rocket stearing offline for a little... odd, I have to say. Needs more testing from me on public too.
One thing I dislike already: no rapid firing of roclets anymore, no badass rocket spamming :(
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WE ARE NEXUIZ.
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Postby tundramagi » Mon Jun 01, 2009 11:18 pm

Rapid fire should work, but in semi-automatic mode.
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Postby AnArKiSt » Tue Jun 02, 2009 9:14 am

If suggestmap is enabled on DivVerent's servers, suggest a map if you don't like the other maps.

I sadly cannot play on Over the Lazy Dog servers, because I get lots of high ping, warping, and lag.

New York to Germany is not a very good connection, I'm afraid.
My will be done.
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Postby divVerent » Tue Jun 02, 2009 10:40 am

Yes, suggestmap is enabled, and endmatch votes are not blocked at the start of the round (only chmap is).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Bundy » Thu Jun 04, 2009 5:46 am

I played some DM FFA (4-5 random maps I didnt play before) and only 1 2on2TDM (stormkeep).

My first thoughts:
1.) reduced nexdamage

As I brought up the topic Armor/MH Balance where I wanted to go the other way '(increasing powerups worth), I am very happy about this change. The difference is not huge, but it fits very well when you pickup powerups. Now they give you the small boost to have nearly an "extralive" against this weapon. Because you can pickup anything to get over 100 health or armor, this is fine. Funny enough, you told me that you dont like "weird numbers" but the nex got 110 dmg :roll: But please dont change it now because of that :D

2.) the new rocketlauncher

It is a lot of fun, makes the rocketlauncher very powerful and it helps for some reason to not explode rockets in your face when the enemy shots some grenades at you. In my oppinion, the damage of the nexgun and rocketlauncher should be the same of about 110. I didnt put to much thoughts about it, but with the new rockets, the damage of the launcher dont have to be bigger or lower then the nexgun damage. The nexgun will still stay on top of the weapons, as hitscans are just useful in any situation. But with this rocketlauncher, we have a big 2nd weapon which is now useful in most situations, too. Mortar will now take 3rd place and will be (as before) the main combo weapon.

3.) the spawner

I didnt notice to much troubles in the game, but we played not that serious overall. I mean, the new rockets help a lot but I mentioned it in the Armor/MH Balance thread, that fresh respawners are to powerful. I also noticed a "respawnshield" for a short time on your DM server, which makes the respawner even stronger. I hope this is will never be added for any serious 1v1DM/2v2TDM/3v3CTF laddergames.

Because we have reduced damage on the mainweapons, this might be a problem. Lowering starting health or the ammo for the shotgun would be an idea. Other ideas would be a better "spawnsound". For some reason, I can hear the spawnsound but not tell where it came from. In Q3 I can (if I am near enough to hear the sound) and tell you exactly where the enemy spawned. But maybe this is just me?

4.) a sound when you cant switch to the weapon (out of ammo)

I love it!

5.) Random Quadspawn/Quadspawn is announced

First off, Thanks!! You added it, no more quad at the start.

Random respawntime: Because of the announcement it doesnt matter if it spawns randomly or at a fixed time.
About the announcement: It is a very cool feature and I like it for any public server. You should announce it maybe a bit earlier for bigger maps. I cannot tell you if I like it for serious games, but the idea is not bad an adds some more action. Some more playing needed to give a real opinion about that.

One small idea:
- Add an sound "vote called" when someone calls a vote. This is a supersmall fix but will help to hear it.

I will test and play some more with the new settings. The first look is very promising!
**FBSKIN bug is fixed
Last edited by Bundy on Thu Jun 04, 2009 10:04 pm, edited 1 time in total.
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Postby tundramagi » Thu Jun 04, 2009 6:30 am

Bundy wrote:Because we have reduced damage on the mainweapons, this might be a problem. Lowering starting health or the ammo for the shotgun would be an idea. Other ideas would be a better "spawnsound". For some reason, I can hear the spawnsound but not tell where it came from. In Q3 I can (if I am near enough to hear the sound) and tell you exactly where the enemy spawned. But maybe this is just me?


A solution to that problem is to not reduce the weap dmg :).
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Postby Bundy » Thu Jun 04, 2009 7:19 am

tundramagi wrote:A solution to that problem is to not reduce the weap dmg :).

Is also a solution, sure. Just want to bring up something else then only nerfing weapondamage :lol:
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Postby divVerent » Fri Jun 05, 2009 7:26 am

http://rm.endoftheinternet.org/~nexuiz/weapons.html

As for the spawn sound: the sound is still the temporary sound I made that was never supposed to be released, but nobody ever made a better one (or even attempted to).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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