SERIOUS weapon balancing problems due new antilag

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Postby divVerent » Thu Oct 15, 2009 6:54 am

This is because of sys_ticrate 0.01666667, which has other advantages though. The only reason why the laser worked so well all the time is that the projectile is delayed by one tic after shooting. But when reducing the ticrate, that delay is much lower, and regular laserjumps become impossible. This is why the secondary got added - to make the previous jumps possible again.

(Technical description: with less delay on the projectile, a forward-down laserjump hits BEFORE you pass the hit point, making it slow you down - with the high delay though, you can shoot angled down, and get past the impact point before the projectile explodes)

The decreased ticrate WILL happen, there is nothing that can be done about it as it's a game design decision by our game designer, LordHavoc. Plus, the lower ticrate DOES have lots of advantages (e.g. missing items when running fast through them much less often) - but this one disadvantage.
1. Open Notepad
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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 fronten » Thu Oct 15, 2009 11:32 pm

well, isn't it possible to have the same behavior with laser(-jumps) as before?

i am just mentioning angled jumps - if it is not straight clear in english, i mean jumps not just into one single direction but unidrectional [as it is/was with laser and the old Quake-games{rocketjumps}]?

i mean, with your socalled improvement you effectually hinder any behavior as known from older FPS games, which isn't the retro-spirit Nexuiz claims to have.


i say, with your 'new' secondary Laser-action you clone the function of the laughed-at shoot-down-jump scripts known from Quake3. (binded for noobs - Laughable. ^^)

This really seems a backward move. backwards way beyond any Quake-precedessor and else.

And well, i didn't know about that tic-rate problem leading to missed items. Never experienced it, or then, i believed i was too fast - - ... - .. and braked. ^^
(So, who did come to harm with the 'old tic-rate-bug'?)

But, for gods sake, this isn't may primary complain. Which is: you changed the secondary-fire-solution to something entirely different. Right now i don't know if the 'switch-to-last-used-weapon'-secondary function can be re-scripted, but for now it seems very odd for games' sake.

I see you claim that the 'new secondary' will make the 'old laserjumps possible again', but i don't think so, because the 'new' secondary just doesn't work the way it did before (think of angular moves/jumps).
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Postby Flying Steel » Fri Oct 16, 2009 3:27 am

fronten wrote:But, for gods sake, this isn't may primary complain. Which is: you changed the secondary-fire-solution to something entirely different. Right now i don't know if the 'switch-to-last-used-weapon'-secondary function can be re-scripted, but for now it seems very odd for games' sake.


I just have to say, this is a retarded function to attach to the laser secondary, I for one am glad it's gone finally, to make room for somekind of actual laser secondary ability.

I mean, you had to push "1" to arm the laser in the first place, so why not just press the number of the weapon you were using or scroll back to it?

And why not keymap another key to switch between your current and last used weapon or between your current weapon and laser, so that you can switch both ways and not take up the laser's secondary attack with a stupid interface option?
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Postby divVerent » Fri Oct 16, 2009 7:29 am

fronten wrote:well, isn't it possible to have the same behavior with laser(-jumps) as before?

i am just mentioning angled jumps - if it is not straight clear in english, i mean jumps not just into one single direction but unidrectional [as it is/was with laser and the old Quake-games{rocketjumps}]?


These work for me. Just turn left, shoot the floor with primary, or turn right, use secondary, to make a rightwards jump.

The secondary is merely there to solve the problem that for laser boosting, you'd otherwise need to turn 180 degrees first.
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 parasti » Fri Oct 16, 2009 9:53 am

FWIW, I don't think the secondary laser mode is thought out well. The problem with it is that you can gain incredible speeds with it, much faster than using the primary (or even mortar or rocket launcher), plus it does almost no damage and needs no practice whatsoever. You're trying hard to balance the game, this laser secondary just throws it all out the window.
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Postby ai » Fri Oct 16, 2009 10:48 am

I actually agree with Flying steel here. The laser secondary where you switched to last used weapon was something really weird for a tool like that. Instead of wasting one spot for secondary it's easier to bind a key to the same function.
Yes I for one, in all the Nexuiz version combined together, used that feature like 10 times at most.
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Postby tZork » Fri Oct 16, 2009 1:01 pm

I constantly use lasers back to last secondary, its rather well suited to the laser as a movement tool imo, switch to laser, crazyjump, hit secondary right away to switch back. Much easier to do quickly then hitting some key. If the laser secondary would be something that actuality added to the game i would be less opposed to it changing. But as it stand now its, like parasti said, far to easy to reach warp speed with barely no expense or experience + it just feels like a lame mode. If the goal is to enable the moves possible before, just emulate the old behavior (by delaying the projectile) for secondary. then primary is "more free" for something else too.
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Postby Flying Steel » Fri Oct 16, 2009 3:14 pm

The laser secondary should be a melee attack.

ai wrote:I actually agree with Flying steel here. The laser secondary where you switched to last used weapon was something really weird for a tool like that. Instead of wasting one spot for secondary it's easier to bind a key to the same function.


OMG, us agreeing on something is like hurling an anti-matter planet at jupiter, meeting your future self and dividing by zero at the same time- the universe just can't take this kind of thing!

Yes I for one, in all the Nexuiz version combined together, used that feature like 10 times at most.


Damnit, I agree with this too. (straps on crash helmet)
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Postby ai » Fri Oct 16, 2009 4:55 pm

Don't make a big deal out of this Flying.
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Postby Komier » Fri Oct 16, 2009 5:32 pm

I always did a 180 before laser jumping anyway, so that's not bothering me. I just wish the laser had a secondary function that was an actual laser, so I could explain it to people without them laughing at me. :D

It could have been a very weak lightning gun with limited ammo for the secondary only. Also, no ammo pickups, you shouldn't use a starting weapon as a primary once you pick up something else. :P

I still explain it as a rocket jumping tool without the damage.
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