Weapon switch refire time reset bug

Developer discussion of experimental fixes, changes, and improvements.

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Total votes : 10

Postby ai » Sat Sep 01, 2007 2:58 pm

Yeah, I tested it and finally I am glad you cannot fire nex (or the same weapon) again faster by switching.
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Postby MisterMeister » Sat Sep 01, 2007 3:40 pm

Nil wrote:
divVerent wrote:you can try that out on RBI.

On DCC's public servers (plain, tdm, ctf) too.


Hehe, nice! But some people will be seriously surprised today ... :twisted:
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Postby tZork » Sun Sep 02, 2007 10:59 pm

morfar wrote:I welcome this change :)

Havent tried it yet, but i second that. this is the way i always wanted it to work.
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 Ronan » Tue Sep 04, 2007 12:51 pm

I really don't like the change, nexuiz is supposed to be a fast action fps with balanced weapon and now the rocket launcher is too powerful, it's much harder to stop the many rocket whores with a 1,5 refire. And being constantly blasted is NOT enjoyable at all. Also what MisterMeister have done with the nex in his demo can be done with the rocket launcher with less precision and less fire in the same time.
Another aspect (who was completely forgot) is there are now many rocket jump whores in ctf going to a base to another in 2-3 second only, how we are supposed to stop them with a 1,5 refire ? That becoming ridiculous. And what about the laser+quad jump ?

the only way for me to accept the change is to transform the crylink in a instant hit weapon like the nex with faster refire rate (1 seconde or less ) and less damage (around 70-90 hp).
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Re: Weapon switch refire time reset bug

Postby Ronan » Tue Sep 04, 2007 1:00 pm

TVR wrote:Keep the bug entirely
<None>

Altobe
Mr.Carlyle
Ronan
and 75 % of 23 votes here : http://forums.alientrap.local/viewtopic.php?t=1374
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Postby MisterMeister » Tue Sep 04, 2007 3:25 pm

Ronan: First of all your second posting shows that you didn't read this whole thread. The other poll is outdated. 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. 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. 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.
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Postby Ronan » Tue Sep 04, 2007 7:25 pm

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.

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

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 .

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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Postby MisterMeister » Tue Sep 04, 2007 9:45 pm

A qualitative poll is of much more sense in this case because it reflects the real problem.

About not having the right to miss anymore: Well, this is also true for the rl, when engaging a good nexer - except for he may even kill you before your well-aimed rocket hits, and also after it hit, as one rl hit won't kill you as often as a single nex hit will do, so it's a downside for the rl. I'd suggest to play against a real good player, so you will eventually find my point proven to the fullest. A good nexer can't be taken down with the rl - very often it's hearing the rocket resp. getting hit, turning around and hitting with the nex on reflex. A higher refire rate aggervates this to frustration. In a nut-shell: I have NEVER seen anyone dominate a dm map only because he could get hold of the rocket launcher.

As for the ctf issue: I don't think it's sensible to discuss about ffa servers, as teams hardly ever happen to be fair. And talk to the "rocket jump whores" when you meet them and ask, how well they perform against a designated defender (i.e. someone who can defend as well as they can rush) ... And after all: ctf balancing is a topic completely different from the current issue, so if you feel a need for discussion feel free to open up a new thread.

Finally, I'm getting tired of this rubbish "the objective is to frag the most people" argument! Then implement the BFG 9000 for god's sake, so the kills per minute ratio can be tripled or quadrupled and we don't need any other weapon or skill anymore ;-)

If you didn't get the point (that a 1 sec nex makes for people dominating the map with it rendering the other weapons useless) by now, re-read this thread. Everything has been said and even though I take your postings seriously, I don't see any new arguments in them.
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Postby TVR » Wed Sep 05, 2007 12:28 am

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, you fail to realize that the old poll did not reflect ALL possible viewpoints to this issue, nor did it specifically address the fact that opinions can be changed.

By using text votes, posts require an explanation to hold any merit, while the explanation typed may convince others to rethink their previous ideology, and perhaps change their viewpoint by editing their posts.

Besides, if you cannot publicly state your opinion without logic or reason, it may mean your decision is derogatory to actual cause.

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


All weapons and alternate firemodes with a combined refire/animation time greater than 300 milliseconds are affected by this exploit.

The rocket is not inexplicably set to the default best autoswitch weapon.

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 .


After this problem is solved using the proper method, the root cause of unsatisfactory defending can be identified and corrected.

That may mean discouraging weapon based methods to increase jump distance and height.

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...


Currently, CTF in Nexuiz isn't what most are accompanied to; solo flag runs and difficulty defending/retrieving flags are the by-product of maps unaccounting for high game play speed, and excessively powerful weaponry.

Of course the game play could be changed to suit the CTF maps, but Nexuiz, a fast paced, DM based game, prohibits this.
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Postby divVerent » Wed Sep 05, 2007 7:32 am

No, the fast pace of the game through such tricks like laser jumps has to stay. It should indeed be possible to make concentrated attacks that overpower a defense. The problem is just organizing them.
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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