New weaponmodels

Developer discussion of experimental fixes, changes, and improvements.

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Postby tundramagi » Wed Mar 04, 2009 2:43 am

Summary:
You all suck and force your will on this game. Players are retarded as is this community however the developers rules.

Other stuff was removed due to possible future provocation and spam.
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Postby Shoe » Wed Mar 04, 2009 3:43 am

I think we should remove ALL weapon options if the player selects a female character model. FUCK what the players want, women shouldn't play with men's toys.
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Postby tundramagi » Wed Mar 04, 2009 3:49 am

Shoe wrote:I think we should remove ALL weapon options if the player selects a female character model. FUCK what the players want, women shouldn't play with men's toys.


Given that Terrance would like to remove a weapon from the game... he might agree to something like that... though I'm sure he and others would like to keep just the RL the Nex and the laser. Terrance, AI, and Faustsomething do not want you to have the option of having a TAG seeker or a hagar in your maps, they also are too lazy to make their own server mod with their combination... so they NEED for your options to become alittle more limited so that they can get what they want (and force it on everyone else... you know otherwise they would have to roll their own little weapon mod for their servers... they don't want to have to do THAT (work)).
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Postby divVerent » Wed Mar 04, 2009 6:55 am

First of all. The TAG is so far on the bottom because mostly noobs use it at the moment. It is VERY strong, but requires good aim. All 4 rockets together kill a player (total damage: 160).

However, the coolness factor of the homing missiles just can't be denied, and it is that that makes players use it in situations for which it simply does not work. Also, it makes every noob attracted to this weapon.

Anyway, why I am totally against merging these two weapons is that this would require weakening the Hagar mode a LOT - so much that it isn't anything special any more, and you'd rather use the Uzi in about any case. So by this merge, you'd basically end up with the TAG, and another useless fire mode (so we'd be back at square one). The TAG would stay as is, and the Hagar would simply be eliminated for its uselessness after the merge.

If you insist on merging the TAG with another weapon, suggest another one than the already insanely strong Hagar.

A better suggestion would be inventing a new secondary mode for the Hagar. We had "fast thrown grenades" and now we have "bouncing missiles". Other stuff to try might be, for example, sticky mines that go off when someone gets near them (or after a timeout, or when too many are spammed/clustered together). As long as this secondary mode isn't too strong, it wouldn't wreck weapon balance.

By the way, LordHavoc is absolutely against the Seeker, and would indeed like to see it removed (or rather, never having been added at all). The problem is that a homing missile simply should not be in a first person shooter that's based on skill. However, he found out about the weapon way after tZork committed it, so it will stay.
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You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby tundramagi » Wed Mar 04, 2009 7:26 am

Other stuff to try might be, for example, sticky mines that go off when someone gets near them (or after a timeout, or when too many are spammed/clustered together).

That's a really good idea :D.

The problem is that a homing missile simply should not be in a first person shooter that's based on skill. However, he found out about the weapon way after tZork committed it, so it will stay.

It transfers the requirement for skill to the adversary :P. I really love going up against the TAG: it makes me have to doge, jump behind things, get through doors before the rockets hit... really gets the heart going and makes that part of the match fun. I love difficulty, especily that kind of delayed difficulty (as in, OH HERE THEY COME!!).

One thing we must always remeber is that no one has to place all of the weapons in his map (and if he does, they can be easily switched out with the swap commands). The mapper can really control the strategy of the map to an extent based on his selection of weapons and where he puts them. This makes having a variety of diffrent working weapons a great thing for the mapper.
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Postby FraNcoTirAdoR » Wed Mar 04, 2009 12:26 pm

I already suggested the sticky proximity mines for the hagar secondary, and the answer was that we already have electro, thats one of the reasons why I came up with weapon merging................... :P Their lifetime will be really cruscial to be set well: too short doesnt have so much point i think.
Proxy mines would redefine the playing tactics in every game-type, in CTF you could spam the known camping places before even campers would arrive there for example. (lol in 1on1 mines waiting for you on every spawnspot :D)
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Postby tundramagi » Wed Mar 04, 2009 1:39 pm

--FraNcoTirAdoR-- wrote:I already suggested the sticky proximity mines for the hagar secondary, and the answer was that we already have electro, thats one of the reasons why I came up with weapon merging................... :P Their lifetime will be really cruscial to be set well: too short doesnt have so much point i think.
Proxy mines would redefine the playing tactics in every game-type, in CTF you could spam the known camping places before even campers would arrive there for example. (lol in 1on1 mines waiting for you on every spawnspot :D)


Long timeout-mine would be cool I think aswell. On my server, I'm sure I'd set it to very long :P.
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Postby SavageX » Wed Mar 04, 2009 2:12 pm

Oh, and of course totally unrelated to this thread: I would *really* appreciate if people could refrain from asking other people to perform self-centric sexual intercourse or to demand other people to pass away.

In general it *is* possible to communicate an opinion without resorting to verbal violence and I'd like to encourage everyone to check this out.
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Postby tZork » Wed Mar 04, 2009 2:26 pm

One strong use of the tag is to take out turrets or other stationary objects. Pop out from cover, tag the target and take cover again. rockets usually hit anyway. Its also meant to be a bit of a tactical nuke - when you see that someone is laying down fire with it you think twice abt getting to close since the rockets hurt and are hard to shake (or at least intended to be..).

I don't mind removing the TAG if LordHavoc thinks its too off character for this game. I didn't know he felt this strongly against it or that he even follow/care with what's going on in Nexuiz these days.

Just abt every suggestion here have been tried to some extent in mods i made in the past. for the most part they where either useless, to disruptive or hard to use. Of course there are proly better ways to do it then the way i did. One feature of tmod (later zany) that did work, and i kinda liked, where mines. The way i did it it was not a weapon mode, but worked like q2's hand grenades (if you have rocket ammo, hit a key and you drop a mine) Another thing i loved, but again a bit disruptive :P, where exploding ammo. shoot ammo pick-ups for a big boom =)
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Postby tundramagi » Wed Mar 04, 2009 3:22 pm

Anyone who doesn't like the tag can very easily remove it with the server side weapon swap command. This is not a problem. Those who like the tag get to use the tag, those who don't can remove it. Choice is good in these instances.

tZork: your features sound great, could you make mutators of them? (xplode ammo mutator, mine mutator.) That way servers who like those features could enable them. Choice is good.

I love the tag btw: it really allows some difficulty in the game :D. Before it came along nexuiz was becoming pretty boring on the playing front (but still fun to design for).
Last edited by tundramagi on Wed Mar 04, 2009 3:25 pm, edited 1 time in total.
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