C.Brutail wrote:consider Nexuiz as a simple, old school shooter
So you've never ever seen Quake World demos, where the nmy was hit by a rocket, boosting it to the air, and then immediately accepting the shaft? (Quake World did not even had a weaponswitch time! )

Simple and similar are not synonyms, 'old-school' is not necessarily simple, simple does not imply 'old-school'.
divVerent wrote:To conclude: in regular Nexuiz, the highest weapon COMBINATION is less than 10% above the highest SINGLE WEAPON (Crylink secondary). So combos really won't help you in taking down the generator in Onslaught, for example.
The original calculations for DPS of a 'combo' initiated upon weapon fire, as with morfar's DPS calculations.
For the Crylink secondary to deal full DPS, the player bbox [32^2]
must be within ~230 QU in order to deal full DPS [withstanding probability of equal shot-hit ratio].
Expanding the scope of balance from DPS to additional factors, Rocket Launcher + Nex inflicts more damage in the first 450 milliseconds, adequate to frag
before the Crylink secondary may, assuming an unilateral health of 100 HP + 100 armour, and weapon fire at the same millisecond. Furthermore, Rocket Launcher + Nex possess a greater effective range then the Crylink secondary.
GreEn`mArine wrote:... it is also important to not allow the opponent to counter act. ...
GreEn`mArine wrote:... as this will push him around and will not allow him to aim at you with any effective weapon ...
Too effectively perhaps? If it is so, a frag simplifies to whoever fires first, likewise to the Halo 2 SMG. [A default spawn weapon, if utilized by both target & firee in a firefight, consequently the person who fired eariler would deal sufficient damage to kill the target before the target could inflict sufficient damage to kill the firer.]
GreEn`mArine wrote:... While this combo I mentioned may not yield very high numbers mathematically, they are very effective ingame ...
It verifies DPS exclusively is not suitable for weapon balance, and the current weaponry is not balanced with intertwinded weapon usage in regard.
Nor is it possible to do so without elimination of one of two gameplay qualities, simplicity or similarity, given the complexion of intertwinded weapon usage.