Balancing changes, Guided missiles, Weapon balance tests

Discuss Nexuiz gameplay here.

Moderators: Nexuiz Moderators, Moderators

Postby merlijn » Mon Sep 07, 2009 10:04 am

Let me pick up this old thread again, recently LordHavoc has revised the havoc mode and made some very nice improvements.

Especially the rocket launcher with guided rockets works much nicer than in stock nexuiz. I would love to see the havoc RL taken over for the default mode, mainly because it allows for a faster gameplay.

Guiding rockets at their current speed (850) is very time consuming, and you are forced to stand still for quite a while to do proper aiming. This makes you an easy target, and does not encourage faster gameplay. Also you're not going to catch a flagcarrier with it when he's laserjumping away quickly.

Havoc RL is much faster (2200), but also harder to control due to it's speed. This makes it more useful in many situations, but very hard to control (you will rarily get direct hits if your target is moving). Also it is much nicer to twist rockets around curves.
Before posting a reply, please read about the bikeshed
merlijn
Advanced member
 
Posts: 84
Joined: Tue Oct 21, 2008 10:18 am

Postby divVerent » Mon Sep 07, 2009 10:22 am

LordHavoc also wants havoc mode to become default. I plan to not take over ALL the changes in havoc mode, but most (especially most weapon changes and the health system). As for player physics I am unsure, but it's not THAT much different. And visually, it'll stay as is. havoc rocket launcher may be overpowered though...

You can test this mode by deleting default25.cfg from a fresh svn checkout of trunk.

but we'll do some weapon balance stats recording before 2.6 to get this straight again.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Flying Steel » Mon Sep 07, 2009 7:07 pm

divVerent wrote:LordHavoc also wants havoc mode to become default. I plan to not take over ALL the changes in havoc mode, but most (especially most weapon changes and the health system).


Isn't that kind of extreme? I mean weapon balance is currently near perfect in default, while at least up to 2.5.1 Havoc weapons were a total mess. IMHO, only the health system and shotgun were solid improvements.

You've all spent so much time and energy on making the weapon balance so solid as it is now, I don't understand why you would what to throw that away and start more or less from scratch.

You can test this mode by deleting default25.cfg from a fresh svn checkout of trunk.


Will the most recent Havoc balancing be available in 2.6.2 for testing?
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby merlijn » Mon Sep 07, 2009 7:43 pm

In the beta (at least the latest 9998), havoc mode is updated and you can test the new settings. These changes will be in 2.5.2 as well.

And some things in havoc do not make much sense to me, but indeed the health system and the new rocket launcher are better than normal nexuiz imho. I also like the laser having 2 modes, one with lots of push and the other with lots damage.

If the good sides of havoc can be merged into the defaults it would be great, but switching to havoc altogether in a new release would be very bad.
Before posting a reply, please read about the bikeshed
merlijn
Advanced member
 
Posts: 84
Joined: Tue Oct 21, 2008 10:18 am

Postby Flying Steel » Mon Sep 07, 2009 9:11 pm

merlijn wrote:I also like the laser having 2 modes, one with lots of push and the other with lots damage.


I like this basic idea as well, but not the implementation.

The primary fire mode in default already offers plenty of push and enough damage, and the combination of the two keeps speed players from laser jumping indefinitely.

So what I'd much rather see is just a "melee" high-damage secondary that has only limited range:

Code: Select all
set g_balance_laser_secondary 1 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 100
set g_balance_laser_secondary_edgedamage 1
set g_balance_laser_secondary_force 10
set g_balance_laser_secondary_radius 0.1
set g_balance_laser_secondary_speed 2000
set g_balance_laser_secondary_refire 0.2
set g_balance_laser_secondary_animtime 0.2
set g_balance_laser_secondary_lifetime 0.15



If the good sides of havoc can be merged into the defaults it would be great, but switching to havoc altogether in a new release would be very bad.


What I was reacting to was the idea of "most" of the Havoc weapon changes being moved over. Because it seems to me like most of those changes are either imbalancing, unfun, or both. But maybe they are better in 2.5.2, I'll give them a clean slate for that.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby divVerent » Tue Sep 08, 2009 5:47 am

First of all, 2.5.2 is not getting the havoc settings.

Secondly, we'll run big balancing sessions for the havoc weapon settings, as we KNOW they'll need some balancing first. To me, some weapons look clearly overpowered, and this will get fixed.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby FraNcoTirAdoR » Tue Sep 08, 2009 9:55 am

I really really dont understand it, we were trying to perfect the weapon balance throught years, now its getting pretty good and suddenly throw out everything on the window for a system thats not tested enough (and uses extreme weapon settings)? o.O
I couldnt test the new HP system, I hope finally its against stacking, so for example 1on1s will be finally interesting and not the fight of a 400/400 guy against a 125/0 player because anyone can say anything but thats not fun to keep control THIS way :P (especially due the pickup circles possible to make in this game)
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

Postby divVerent » Tue Sep 08, 2009 12:33 pm

Guess why we'll need lots of balancing sessions... I also made a mutator that spawns everyone with a random weapon, to gather weapon balance stats fast.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby ai » Tue Sep 08, 2009 12:46 pm

FraNcoTirAdoR wrote:I couldnt test the new HP system, I hope finally its against stacking

Yes it is, 200/200 is max.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby FraNcoTirAdoR » Tue Sep 08, 2009 1:24 pm

divVerent, I have an idea if its not possible to avoid these havoc-style of weapons to get into Nexuiz later: there should be a havoc server up with the actual snapshot of the weapon settings that are planned to be implemented in Nexuiz 2.6, so until then we would have TONS of time to experiment with it, also a forum thread where everyone could post their thoughts about the actual state, tweak it, etc. It would be important to make this server reachable not from havoc mode only, but from the normal Nexuiz serverlist, these are mostly just weapons differences with different cvars, so it should work, shouldnt it? This could be the only way to introduce these changes without half of the frequent players leaving the community...
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

PreviousNext

Return to Nexuiz - Gameplay

Who is online

Users browsing this forum: No registered users and 1 guest

cron