SERIOUS weapon balancing problems due new antilag

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Postby Flying Steel » Fri Oct 16, 2009 7:16 pm

ai wrote:Don't make a big deal out of this Flying.


I was only joking around, sheesh.
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Postby ai » Fri Oct 16, 2009 7:35 pm

Flying Steel wrote:
ai wrote:Don't make a big deal out of this Flying.


I was only joking around, sheesh.

With our history, you can't blame me for not getting that joke.

I never did any 180 turns when lasering around ever, yet I was still very fast. :p
I just cannot handle it, I get disoriented very easily that way. However, this means my laserjumps didn't always turn out as I wanted them, but I was good enough. ^_^
Adapt and learn. :p
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Postby Flying Steel » Fri Oct 16, 2009 8:02 pm

ai wrote:With our history, you can't blame me for not getting that joke.


I was actually thinking that because of our history it'd make sense- somehow our opinions have been almost exactly the opposite of each other something like the last dozen topics, and then we agreed on something out of the blue. So it was like a mechanic of the universe which suddenly reversed itself. Anyways. . .

I never did any 180 turns when lasering around ever, yet I was still very fast. :p
I just cannot handle it, I get disoriented very easily that way. However, this means my laserjumps didn't always turn out as I wanted them, but I was good enough. ^_^
Adapt and learn. :p


I never did 180s either, I'm not sure many other people do that to accelerate with the laser as well. But from DivVerent's description it sounds like the laser primary no long accelerates you forward by shooting directly down while you are moving forward. And the down shooting laser doesn't seem like a very popular solution.

So I propose that we try using the new laser using only its primary and see if we miss the old fire delay or new secondary at all. Maybe it doesn't make that much of a difference. Just a thought.
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Postby Sepelio » Fri Oct 16, 2009 10:44 pm

While this discussion is probably past this at this point, I'd just like to stick in my opinion.

Yes. 2.5.2 has broken weapon balance. It has DESTROYED weapon balance. All I see people using is the machinegun. It doesn't matter what the situation is. Machinegun is the I-win button whether you are a new player or an oldie. Its totally ruined the game in its current state.

Whats the point in even having the other weapons now? I've taken up playing minsta instead, its equally balanced with its one weapon. I just can't play the game normally anymore. The cheapness just makes me angry.

Anyway thats the only thing annoying the piss out of me at the moment. All the other weapon seem fine although the electro is a little 'light' even if it looks pretty.
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Postby FraNcoTirAdoR » Sat Oct 17, 2009 11:40 am

Yeah, I really dont understand why 2.5.3 isnt out yet, I mean come on, this is an URGENT update, most of the servers flood the command line with the reflection shader bug, and no servers all playable due the broken weapon balance. Please if these 2 are solved, 2.5.3 really should be out: I saw some other bugs on the developer tracker, but really, they are not huge enough to postpone the release for weeks, while in this period most of the servers are unplayable. These 2 issues are currently above all, and since they are fixed it should be important to set back the playability of the servers as soon as possible.

Also a little side note, I really hope that div0 or lordhavoc reads it: we have been playing for hours with frutieX and some other guys on a SVN server, and something is wrong with the antilag in SVN. 2.5.2 has the most increadibly accurate antilag I ever experienced, possibly close to perfect, but in SVN there has been a huge drop in its accuracy, its closer to 2.5.1's antilag, needed quite some prediction in aiming for nex. The server was using g_antilag 2 setup with 60fps server fps. Its the Nexrun Ladder (CPMA) server, please take it a look, this is the only SVN server I know of, but antilag feels to be broken again.
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Postby Lee_Stricklin » Sat Oct 17, 2009 11:59 am

I think a hotfix is needed asap for the weapons and that shader bug. Everything else can wait as they don't really ruin the game.
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Postby Vordreller » Sat Oct 17, 2009 9:05 pm

Lee_Stricklin wrote:I think a hotfix is needed asap for the weapons and that shader bug. Everything else can wait as they don't really ruin the game.
Agreed. These are the most important
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Postby Sepelio » Sat Oct 17, 2009 10:02 pm

Vordreller wrote:
Lee_Stricklin wrote:I think a hotfix is needed asap for the weapons and that shader bug. Everything else can wait as they don't really ruin the game.
Agreed. These are the most important


The shader bug is a real pain in the ass as well. White water that I cant see through? No thank you :roll:
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Postby Yoda almighty » Tue Oct 20, 2009 10:48 pm

i thought of a few ideas to help balance the machine gun a little, to make it harder to spam with.

burst mode: instead of firing as a continual stream, the gun fires in bursts of several shots, before you have to let up on the trigger and fire again.

overheat: a similar idea to burst mode. you can fire continually, but if you do it for to long, the gun overhears, and you have to let it cool down for a a second or 2. this could be avoided by firing in shorter bursts

kick: as you fire the weapon, it gets harder to aim in one place, due to the force of the bullets making the muzzle move around.
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Postby Flying Steel » Wed Oct 21, 2009 2:52 am

It seems like removing continuous fire for the MG would be kind of a radical change that might detract from its theme of a bullet spray gun. All it needs to be balanced is a damage reduction anyway, methinks.

But I think overheating would be a good idea for the HLAC, which otherwise will loose its 'kick' spread and fire rate in the upcoming 2.6 series. So a good application of the overheating counterbalance would be on that weapon.

(To be clear, what you describe as kick is currently implemented in the HLAC.)
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