Weapon switch refire time reset bug

Developer discussion of experimental fixes, changes, and improvements.

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Total votes : 10

Postby Urmel » Wed Aug 29, 2007 7:31 pm

Nah. The firerate isn't outstanding. It sucks actually. Be sure, I know enough about the pre 2.3 versions, if you'd know about my older posts concerning the Nexgun settings you'd know who's bitch I am :)

By now I think the nexgun just had too much damage all the time, it still has. A faster Nexgun with less damage and the same impact would be much more fun for all...
uncomfortable
random
mean
embarrassing
limited
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Postby s3cc0 » Wed Aug 29, 2007 8:37 pm

Mr.Carlyle wrote:This is utterly pathetic....why is no one bitching about how powerful the RL is? That's the weapon that needs to be re worked...oh you want to know why...because everyone and their brother is a ROCKET WHORE!!

I agree on this one too. Would be cool if detonated rockets dealt less damage, spidflisk-style
And i'm a mortarwhore tbh 8)
(and a bitchingwhore of course)
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Postby GreEn`mArine » Wed Aug 29, 2007 8:51 pm

Fix, remove weapon switching causing refire setting on the same weapon
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby divVerent » Wed Aug 29, 2007 10:15 pm

Fix, remove weapon switching causing refire setting on the same weapon

(by making each weapon have its own refire count, so one can rapidly fire two different weapons, but doesn't gain speed by changing back to the first one)
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 torus » Thu Aug 30, 2007 12:07 am

^ agree totally with Div.
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Postby tZork » Thu Aug 30, 2007 12:19 am

fix refire rate bug. possibly add a option to have this behavior for those who want it. i think the nexgun should have less refire time as standard. prehaps a *bit* less dmg, not mutch tho. but more ammo drain (as in 2-3 time teh current) and *way* less force. lower teh mg forcea lot to while at it. its buttles not boulders xD individual gun timers sounds nice indeed. this would allow for longer refiretimes in general and more tactics in using the right gun for the job.
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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Postby :) » Thu Aug 30, 2007 2:48 pm

Decidedly Neutral
I use the switch-refire because I don't like the timing of the nex. I just do what I must to win.
also, bug reports sure do get emotional here, you girls :)
Last edited by :) on Tue Sep 04, 2007 2:09 pm, edited 1 time in total.
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Postby ai » Fri Aug 31, 2007 12:34 am

Who you calling a girl? I'll slap you! Then tell my mom :D
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Postby C.Brutail » Fri Aug 31, 2007 1:33 pm

Fix, remove weapon switching causing refire setting on the same weapon

In some ways I agree with Mr.Carlyle, this is a deadmatch game, and it should has strong weapons. But mind it, all games have rules. A basic rule in all games is the refire time. A "feature" that lets a player with the right knowledge to play against the default rules is an exploit.

Better yet lets just punish all those who have spent a huge amount of work trying to hone a skill...


Reflecting to this. Sorry, I can't remember everybody in this great community, that who and when joined us, but those who started with 1.0 might remember, that the laser in the beginning had waaaaay less push power and it refired much more faster too.
Esteel and me were the first ones, who tried trick-jumping in nexuiz, and soon we discovered, that the laser is a very neat tool to move around. I was sitting hours before my pc playing the game, looking around maps where to find some neat spots where to perform a trickjump. And I was so happy when I found some and actually I could do them!
And then came 1.2, and suddenly all my work and knowledge was lost, becouse the laser's power got increased, and all my hard work became suddenly soo easy a baby could perform them. I wasn't happy, in fact I was very angry, but things go this way...

Let's face it: Nexuiz is an open source game with a small developer team, and like many other projects like this, much of the decisions of the "now how?" 's are made by it's fan-base. The game is evolving so rapidly, it almost "lives". Monitoring the forums there are 3 mayor issues right now: the "wtf to do with th crylink", the "we need new models" and this one. This one is similar to the crylink in some views: some would like this way, some in the other. The best thing is to wait what the majority wants, and I'm sure the developers will make their decisions in that regard, and I'm pretty sure, that nobody will get angry abuot it.
If the decision is to keep the exploit, I think it's the best to document it in the readme, and include the script too. Imho it distracts some people to use it (I'm sure it would distract me to use another button to run the script while amiming), so it will be the player's choise to use it or not.

There's another way btw to solve this problem: why not lower the second or third shot's damage, document this, and add an extra button for "Nexgun combo", so this could be a feature?
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby ai » Fri Aug 31, 2007 4:33 pm

C.Brutail wrote:There's another way btw to solve this problem: why not lower the second or third shot's damage, document this, and add an extra button for "Nexgun combo", so this could be a feature?


Lool, aren't you creative? :P
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