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 Samual » Thu Feb 11, 2010 8:26 pm

k0jak wrote:
halogene wrote:I most strongly object to the idea to make the primary laser some weird beam of light. This would be ridiculous. Haven't you seen Star Wars? Laser can be shots that travel like projectiles or they can be sticks in a tube. But NOT a weird beam of light.

Besides that, I personally love the laser the way it is, it has been my all-times favorite weapon. Ever since I learned about laser jumping, which is quite some time ago. Also I love to juggle people around with it, especially on space maps.


Since when the hell is nexuiz meant to be realistic?

And since when the hell are we following starwars?

Laser beam primary (weak weapon) For The Win!

/me pats frutiex
I reject even the idea of it as it is just wrong, hitscan primary (And beams which aren't hitscan suck) and projectile secondary? Is that even possible in the code?. If anything primary will remain the same and secondary will become a melee or something, other than that I don't want anything to happen to the laser really.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Flying Steel » Fri Feb 12, 2010 1:41 am

Samual wrote: I chose this refire because it feels best with the gun in my opinion (It's also the most balanced, giving a very interesting advantage AND disadvantage to using both secondary and primary), maybe if we had different sounds that would be a different story.


Just in general IMO, it is better not to make adding new features dependent on content. If you code it they (content creators) will come.

For example, if a sane character model pipeline was coded, Nexuiz would have no shortage of quality character models at this point.

Samual wrote:You spawn with more than enough ammo to last you a while unless you're only using the shotgun, which is not the best of ideas as one of the main things you want to do when you spawn is find a few weapons and stack up.


So PLEASE, reduce the shotgun ammo capacity and clip size significantly (if you haven't already). I have only seen people complain about it having too much ammo around here, no one wants that much ammo. And every time you kill a newly spawned he drops up even more shotgun ammo which you will never run out of anyway. Even if you won't make the shotgun a pickup weapon, please, I beg of you to at least greatly reduce its ammo amount from 2.5 levels. That will start the process of making this weapon not suck in every way. People will complain less about how "overpowered" it is if it runs out of ammo as fast as the MG, like 6-12 shots per ammo pickup.

It's close BTW because IT'S A SHOTGUN...


But why does your primary starting weapon have to be a close in weapon like a shotgun? It's not like we're all playing cramped shitty DM maps all the time, many if not most of us play at least some CTF which is played on big and open maps primarily and increasingly.

That's it I bet. This stupid close in starting weapon is forcing CTF balance to be sacrificed for the sake of DM!

The 2.5.2 shotgun was probably balanced for CTF, and now DM is taking over again. Around and around we go. Only DM is on top more than not, even though it no more popular than CTF, probably less.

"And the next time the arsenal needs to be rebalanced for whatever reason, the starting shotgun will have to be worked around again." FYI, this happens with almost every version... Actually, it DOES happen with every version with few exceptions. But not just to the shotgun, most weapons get minor tweaks some times when e.g. a weapon is added or removed.. It's called development. I doubt there will be more 2.5.2 shotguns BTW if the community tries builds before release.. There was good testing before, but we released a bit hastily with 2.5.2 and no one was running a 2.5.2 beta server with 2.5.2 balance.


But the shotgun is a special case, a unique but widespread weapon that can knock out a balance with the greatest ease. No other weapon has a place like it- huge amount of ammo, starting weapon, exclusively close ranged.

The reason the Nex never totally broke the game in previous versions is because mappers could put it in hard to reach places. The shotgun is everywhere.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Lee_Stricklin » Sat Feb 13, 2010 10:01 pm

Just like the Enforcer (from UT99) the shotgun being a starter should be an easy weapon to use that is decent for most situations, but never be the best weapon for handling anything that isn't close range. The thing should keep you alive long enough for you to pick up other weapons while staying balanced by being a good all around weapon that doesn't dominate in any given situation.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby MirceaKitsune » Mon Feb 22, 2010 12:42 pm

Hmm... the shotgun in 2.5.2 actually seems a little too underpowered to me, even for a starting weapon. I was actually thinking about suggesting that the shotgun and uzi could be a tiny tiny little bit stronger. But overall I agree with the current weapon strengths in the 2.5.2 gameplay. I wonder if the guns in the 2.6 gameplay will still be tweaked.
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby Samual » Mon Feb 22, 2010 3:45 pm

MirceaKitsune wrote:Hmm... the shotgun in 2.5.2 actually seems a little too underpowered to me, even for a starting weapon. I was actually thinking about suggesting that the shotgun and uzi could be a tiny tiny little bit stronger. But overall I agree with the current weapon strengths in the 2.5.2 gameplay. I wonder if the guns in the 2.6 gameplay will still be tweaked.

"the shotgun in 2.5.2 actually seems a little too underpowered to me"
"shotgun in 2.5.2 actually seems underpowered"
"shotgun in 2.5.2 underpowered"
"underpowered"

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

Postby halogene » Mon Feb 22, 2010 3:48 pm

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

Postby MirceaKitsune » Mon Feb 22, 2010 10:13 pm

Sorry, maybe I'm wrong. It just felt a little too weak at times... sometimes I hit players 9 times with the shotgun (occasionally more, even if from a small distance) and it still doesn't kill them. Given it can be hard to keep a good weapon on crowded servers, and some players have to fight with it all the way, I got the impression that may be too little. Of course that's just what I feel. I was initially hoping it could get overpowered with an extremely small and unnoticeable amount, but if many people feel the other way maybe it's best the way it is... or less powered then?
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby halogene » Tue Feb 23, 2010 8:34 am

Are you sure you are talking about vanilla 2.5.2 settings? Because many servers already nerfed the shotgun...
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby tZork » Tue Feb 23, 2010 9:12 am

I think you have yer versions confused MirceaKitsune (or you played on 2.5.2 servers where the sa'a got so ratteld by the sg power they nerfed it to hell.. witch is just abt every popular 2.5.2 server). Stock 2.5.2 shotty left every other gun in the durst, unless the range involved was looong (almost as bad as Samual's first attempt to balance it).
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Re: Shotgun, why I think it's overpowered as a starting weapon.

Postby MirceaKitsune » Tue Feb 23, 2010 11:35 am

It may be another server then. I play online on the DCC servers 90% of the time.
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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