Shotgun, why I think it's overpowered as a starting weapon.

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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Sepelio » Sun Dec 20, 2009 2:17 am

Pfft you call those weapon upgrades?

See: http://free-game-downloads.mosw.com/aba ... blast.html

That game had weapon upgrades.

Ah here we are, just skip through it to see the final awesome result:
( I have this for the amiga, its great fun)
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Samual » Sun Dec 20, 2009 8:26 am

tZork wrote:This "nerf" of yours Samual.. its not nerfing.

(Just uploaded, quality will get better)
Lol, nice video/music -- But well, wtf spread?... I thought I had the spread a lot higher for secondary (Even primary) --- I'll look into fixing it in the morning.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby tZork » Sun Dec 20, 2009 11:11 am

Samual wrote:
tZork wrote:This "nerf" of yours Samual.. its not nerfing.
Lol, nice video/music -- But well, wtf spread?... I thought I had the spread a lot higher for secondary (Even primary) --- I'll look into fixing it in the morning.


Its the setting as they are in svn (when execing your balance config. On a side note, its hard to tell where your hit from w/o any force at all (bots obviously don't care, but if you look at the vid ~1min in you see me doing the spindoctor to find out where the hurt is coming from).
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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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Samual » Sun Dec 20, 2009 11:17 am

tZork wrote:
Samual wrote:
tZork wrote:This "nerf" of yours Samual.. its not nerfing.
Lol, nice video/music -- But well, wtf spread?... I thought I had the spread a lot higher for secondary (Even primary) --- I'll look into fixing it in the morning.
Its the setting as they are in svn (when execing your balance config. On a side note, its hard to tell where your hit from w/o any force at all (bots obviously don't care, but if you look at the vid ~1min in you see me doing the spindoctor to find out where the hurt is coming from).
That shouldn't be an issue, as one could simply listen where the shots are coming from.. Even with stereo headsets it should be fine. And well, yeah it's incorrect in SVN. Apparently I forgot to commit it from my local version, and when I merged it later I deleted my own changes.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Samual » Mon Dec 21, 2009 2:25 am

K, I updated the balance just a bit ago -- I nerfed both the primary and secondary a bit:

Primary: [The primary was too powerful before as it was like a sinper shotgun, it now seems balanced.. I may increase the spread a bit more from this too.]
- Damage 8 (was 10)
- Spread 0.11 (was 0.06)
- Speed 8,000 (was 12,000) [note, this makes bullets curve downward in their path, from gravity]

Secondary: [Maximum damage with 3 shot burst and ALL shots hitting is now 144... And all shots hitting is incredibly difficult, I did debugging and found that it was very rare, even at very close range]
- Damage 8 (was 10)
- Spread 0.17 (was 0.1)
- Speed 8,000 (was 12,000)

Again, these were the changes I had INTENDED to go in initially, I forgot to commit them (Well, I believe I had 9 damage for primary before). Let me know if these work out, if not suggest something else (other than making shotgun a pickup weapon, which I will not let happen).
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby AnArKiSt » Tue Dec 22, 2009 7:35 am

Could you make damage from the shots decrease as distance from the shooter increases?

That will help reinstate the SG as a close range weapon, I guess.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Samual » Tue Dec 22, 2009 11:13 am

AnArKiSt wrote:Could you make damage from the shots decrease as distance from the shooter increases? That will help reinstate the SG as a close range weapon, I guess.
Well I was thinking about doing a similar falloff from the Nex to all bullet guns, but well.... that just seems a bit much for the shotgun, as the secondary is already 0.17 spread --- Do you have any idea how much spread that is? :P

But, maybe.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Flying Steel » Wed Dec 23, 2009 3:34 am

Samual wrote:
AnArKiSt wrote:Could you make damage from the shots decrease as distance from the shooter increases? That will help reinstate the SG as a close range weapon, I guess.
Well I was thinking about doing a similar falloff from the Nex to all bullet guns, but well.... that just seems a bit much for the shotgun, as the secondary is already 0.17 spread --- Do you have any idea how much spread that is? :P

But, maybe.


Hey you know, that could fix another major issue. Right now hitscan weapons seem to be or are considered to be imbalanced in general on all the big open maps that dominate CTF servers. Making these weapons lose potency with range might really help level the field between them and the numerous projectile weapons.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby RoyalAbidi » Wed Dec 23, 2009 4:18 am

Totally disagree. That awesome shotgun is one of the reasons I liked this game to begin with.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Agama » Sat Dec 26, 2009 5:36 am

RoyalAbidi wrote:Totally disagree. That awesome shotgun is one of the reasons I liked this game to begin with.

lol........really?
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