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Nil wrote:divVerent wrote:you can try that out on RBI.
On DCC's public servers (plain, tdm, ctf) too.
morfar wrote:I welcome this change
TVR wrote:Keep the bug entirely
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MisterMeister wrote:Ronan: First of all your second posting shows that you didn't read this whole thread. The other poll is outdated.
MisterMeister wrote:Second, the rl is definetely not comparable to the refire problem. It is not as strong as the nex, the shots can be evaded, and for a skilled player it's possible to hit the rocket with a mortar charge just when it leaves the launcher. I wonder why I have never encountered a "rocket whore problem" in ctf ... except for the very fast flag runs.
MisterMeister wrote:But a. this a problem of level design (e.g. capture city), b. I doubt anyone can complete such a flag run when hit by a nex shot in between, c. there should be more than one defender, and d. I wonder why you don't use a nice combo like "nex mg secondary fire" instead.
MisterMeister wrote:BTW: Most of the so-called "rocket jump whore flag runs" can also be done by mortar, laser or a combination of both with or without quad damage. So, if this be a problem, it's about ctf as a game mode, and not about plain, 1on1 or 2on2 dm. I really don't think anyone with skills actually needs the quick refire rate for the nex - never.
Ronan wrote:MisterMeister wrote:Ronan: First of all your second posting shows that you didn't read this whole thread. The other poll is outdated.
a poll can always be interpreted and directed like you want, even if half of 23 changed their mind, you can't forget the opinion of the others. And an anonymous poll won't give the same result then a public and argumentative one like here.
Ronan wrote:MisterMeister wrote:Second, the rl is definetely not comparable to the refire problem. It is not as strong as the nex, the shots can be evaded, and for a skilled player it's possible to hit the rocket with a mortar charge just when it leaves the launcher. I wonder why I have never encountered a "rocket whore problem" in ctf ... except for the very fast flag runs.
i'm not agree, with is radius damage, the rocket launcher is very strong, and in a closed space (like many dm maps) you can't escape easily. So you can use the mortar like you said or the nexgun but without the right to miss anymore
Ronan wrote:MisterMeister wrote:But a. this a problem of level design (e.g. capture city), b. I doubt anyone can complete such a flag run when hit by a nex shot in between, c. there should be more than one defender, and d. I wonder why you don't use a nice combo like "nex mg secondary fire" instead.
we are talking about ctf on public server where many maps are open, only few people make the defending work, you have to wait to find a good weapon and leave weapons for your teammates .
Ronan wrote:MisterMeister wrote:BTW: Most of the so-called "rocket jump whore flag runs" can also be done by mortar, laser or a combination of both with or without quad damage. So, if this be a problem, it's about ctf as a game mode, and not about plain, 1on1 or 2on2 dm. I really don't think anyone with skills actually needs the quick refire rate for the nex - never.
you underestimate the speed you can immediately win using the rocket launcher (cf fire-detonated). So if you can't stop them anymore with the nex (hard to snipe the carrier at first attempt), that will encourage again more people to make solo exploit for capturing the flag. The tactical aspect is already hard enough to get in ffa, don't kill him.
For others dm mode, what is the problem with a 1s refire by weapon switch ? you play 1on1 and 2on2 again experimented players and for plain dm beginners play in servers destined to them. And the objective is still to frag the most people...
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