Change of MG and SG to ballistic mode

Developer discussion of experimental fixes, changes, and improvements.

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Postby GreEn`mArine » Wed Feb 11, 2009 10:01 pm

Franco was so kind and do a test session with me. Here are the results:
- g_antilag_bullets works flawless, as expected. Of course, the CR and the MG are far too powerful when having g_antilag_bullets enabled, they would need a major adjustment concerning spread, RPS and damage!
- when g_antilag_bullets is not enabled, the amount you need to lead to hit at all (even with SG spread) is like one playermodel width when my opponent is walking parallel to me in a distance of about 5 meters. Of course, a big amount of that is caused by my normal lag I have to the server (a spectator said that I was not actually having my crosshair on him, on my screen, however, my crosshair was on his body)
- testing long distance shots with MG secondary showed how slow the bullets are (they are really too slow)

I'm excited to see quality answers to my previous questions :lol:
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Postby divVerent » Wed Feb 11, 2009 10:13 pm

GreEn`mArine wrote:- testing long distance shots with MG secondary showed how slow the bullets are (they are really too slow)


Not all bullets are supersonic. The MG and SG bullets are slightly below speed of sound. What's wrong with that? CR is supersonic of course.
1. Open Notepad
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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 esteel » Wed Feb 11, 2009 11:25 pm

GreEn`mArine wrote:- g_antilag_bullets works flawless, as expected. Of course, the CR and the MG are far too powerful when having g_antilag_bullets enabled, they would need a major adjustment concerning spread, RPS and damage!
- when g_antilag_bullets is not enabled, the amount you need to lead to hit at all (even with SG spread) is like one playermodel width when my opponent is walking parallel to me in a distance of about 5 meters. Of course, a big amount of that is caused by my normal lag I have to the server (a spectator said that I was not actually having my crosshair on him, on my screen, however, my crosshair was on his body)
- testing long distance shots with MG secondary showed how slow the bullets are (they are really too slow)

Such adjustments have just been made and divVerent is collecting stats from lazy dog and the planetnexuiz.de servers with those changes to see if stuff is still balanced. Of course tests followed by praises are always welcome :D

well a specator will suffer even more lag which can explain why he sees you aiming at a different spot.

the sg, mg and cr bullets have different speeds and curves when not antilagged.. which actually fits the guns.
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Postby mand1nga » Wed Feb 11, 2009 11:50 pm

esteel wrote:when playing locally you can simulate ping via cl_netlocal_ping (iirc) i guess then you can compare how ping affects both modes the best


It is cl_netlocalping, amazing idea. However I wonder how reliable it could be for testing. I think nothing can be better than the tests GM is making because these are real situations.
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MG now useless for online play

Postby flea » Thu Feb 12, 2009 1:02 am

Hi,

I was playing last night online (2.4.2 server), with a ping of about 40, and at one point I was running side by side to the NMY, i.e. point-blank range, with the crosshair on the NMY's chest with the MG going at full-auto, and you know how many times I hit? Zero. That's right. Nada.

So, I'm not sure how 'realistic' it is to hold an UZI 1 foot waya from someone's chest, pull the trigger and miss, but if that is realistic, then I must be living in the wrong reality.

The SVN version works fine with the BOTs, but as there are no SVN servers locally for me to test on, I don't know how it will work on a remote server.

So maybe someone can suggest a script to automatically throw the MG away in case I accidentally pick it up, because it would be better not to try using it at all than to fire away at point blank range in the vain hope that you will hit something.

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Re: MG now useless for online play

Postby tundramagi » Thu Feb 12, 2009 3:32 am

flea wrote:Hi,

I was playing last night online (2.4.2 server), with a ping of about 40, and at one point I was running side by side to the NMY, i.e. point-blank range, with the crosshair on the NMY's chest with the MG going at full-auto, and you know how many times I hit? Zero. That's right. Nada.

So, I'm not sure how 'realistic' it is to hold an UZI 1 foot waya from someone's chest, pull the trigger and miss, but if that is realistic, then I must be living in the wrong reality.

The SVN version works fine with the BOTs, but as there are no SVN servers locally for me to test on, I don't know how it will work on a remote server.

So maybe someone can suggest a script to automatically throw the MG away in case I accidentally pick it up, because it would be better not to try using it at all than to fire away at point blank range in the vain hope that you will hit something.

flea


Recently I was playing against someone on my server (SVN). At first I had him scoped in with the camping rifle... he was a sitting duck... but then I thought "this is too easy", so I crept closer in the map (spirecontrol), moved in the back of the mountain, went over the bridge when he must have not been looking, and I got to the base of his tower. I switched to the RL to blow him from his roost... but then I thought "too fucking easy", so I go up the tower: round and round the spiral stairs, picked up the MG at the base, and picking up ammo as I go around... I get to the top, he's still "sniping", I level the MG at his back (I crept up in crouch), I pull the fucking primary trigger.

BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

I used up all 999 ammo on him and his gibs.
He died.
I got a frag.

Yet again the [Better] clan proved itself.
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Re: MG now useless for online play

Postby flea » Thu Feb 12, 2009 3:49 am

tundramagi wrote:I used up all 999 ammo on him and his gibs.
He died.
I got a frag.

Yet again the [Better] clan proved itself.


I see. OK. Well.

I got nothing.

This game is GPL right?
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Postby ai » Thu Feb 12, 2009 5:59 am

@tundra:
The problem as I've understood it is not with non-moving-players as players who stands still will die no matter what weapon. The problem is with moving targets.
I need to find time to try this online as well, haven't had the time yet. Maybe later today I'll join the fray over at lazy or pn.de.
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Postby Alien » Thu Feb 12, 2009 7:17 am

Imo, mg became much more powerful at close range. Don't know if it was intended but now it really hurts even without strength.
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I think the problem is an obsession with map control

Postby flea » Thu Feb 12, 2009 7:40 am

ai wrote:@tundra:
The problem as I've understood it is not with non-moving-players as players who stands still will die no matter what weapon. The problem is with moving targets.
I need to find time to try this online as well, haven't had the time yet. Maybe later today I'll join the fray over at lazy or pn.de.


I think the problem is the obsession with the idea of 'map control'. This belief system leads to maps where the 'powerful' weapons are located strategically such that the player or team with the best spawn position can control access to those weapons, and consequently, 'control' the map.

So if a secondary weapon (such as the crylink) becomes powerful enough for a player to take back control of the nex and rl, there is this cacophony of wailing and whining about how powerful it is, and how the force is out of balance, leading to the dark side of CL, MG and EL spammers against the nex Jedi knights.

So, to bring balance back to the force, the proletariat need to have their weapon power turned down, so the elite guard can take back control of the game.

Yeah, I know that sounds silly. That's because it is.

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