Proposal: adding new ammo for Nex

Developer discussion of experimental fixes, changes, and improvements.

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Postby Flying Steel » Thu Nov 05, 2009 4:02 pm

FraNcoTirAdoR wrote:lold @ shotgun underpowered too :P even in the 2.5.3 balance its a damn strong starting weapon.


Actually I was talking about the 2.5.3 shotgun, not 2.5.2, since the later is already on the way out.

Cool, I don't even have to pick up any weapons because I start with a weapon as strong as any other, this is really fun, especially on a 8 playered DM match on warfare right? :P Minsta DM with shotgun ftw.


Except that you'd run out of ammo very quickly, so unless you're really good with the laser. . .


Anyway, I didn't mean for this to go so far off topic. This thread is about the Nex having its own ammo type.
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Postby ai » Thu Nov 05, 2009 5:52 pm

Flying Steel wrote:Except that you'd run out of ammo very quickly, so unless you're really good with the laser. . .

Lool. Some people say you never run out of ammo for Shotgun and you're saying you run out of it quickly. Who's right?
Me personally, don't run out of ammo that often, it happens but it should happen as well just like any other weapon. I also do pickup shotgun ammo from time to time, if you're close to run out of ammo that's what one do.
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Postby Flying Steel » Thu Nov 05, 2009 6:33 pm

ai wrote:
Flying Steel wrote:Except that you'd run out of ammo very quickly, so unless you're really good with the laser. . .

Lool. Some people say you never run out of ammo for Shotgun and you're saying you run out of it quickly.


No I'm saying you should run out of ammo very quickly with a balanced shotgun. Instead you never run out of shotgun ammo with the current shotgun like I said a few posts ago:

Flying Steel wrote:Ammo: Sadly, ammo is what makes the shotgun impossible to balance one way or the other. It simply never runs out of ammo.


To summarize you have:

2.5.3 Shotgun. Underpowered, Basically Unlimited Ammo.

2.6 Shotgun. Balanced Power or Slightly Underpowered, Too Much Ammo.

My Shotgun. Balanced Power, Balanced Limited Ammo


Ideally, I think your starting weapon should be a random weapon each time with minimal ammo, and then the shotgun should be made a pickup weapon. Basically you give freshly spawned players a real weapon but only enough ammo to kill someone and then take his gun/ammo.
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Postby ai » Thu Nov 05, 2009 7:12 pm

Flying Steel wrote:Ideally, I think your starting weapon should be a random weapon each time with minimal ammo, and then the shotgun should be made a pickup weapon. Basically you give freshly spawned players a real weapon but only enough ammo to kill someone and then take his gun/ammo.

Very bad idea. Meaning all competitive gameplay would be thrown out of the window.
But as I said, I do run out of ammo with the shotgun and as a starting weapon it should _not_ be very powerful, which it currently is.
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Postby FraNcoTirAdoR » Thu Nov 05, 2009 7:46 pm

I agree, 2.5.3 shotgun is very strong and usable, and actually I dont remember if i ever ran out of ammo using it.

The random spawning weapon is bad idea, on an open map if someone spawns with nex starts with a huge advantage, he doesnt have to go to the pickup place any more (that for nex should be a voulnerable place) just collect some ammo and he is ready to attack. It removes the weapon control strategies from TDM, 1on1 and DM, 3 "quite" important game mode :P
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Postby Flying Steel » Thu Nov 05, 2009 8:30 pm

FraNcoTirAdoR wrote:The random spawning weapon is bad idea, on an open map if someone spawns with nex starts with a huge advantage, he doesnt have to go to the pickup place any more (that for nex should be a voulnerable place) just collect some ammo and he is ready to attack. It removes the weapon control strategies from TDM, 1on1 and DM, 3 "quite" important game mode :P


Okay I see what you mean. But what if random starting weapons were paired with each weapon using its own ammo type? So that way whatever advantage you had would only last for one clip (like a kill or two tops).

Another idea- what if your starting weapon was determined by the individual map you were playing on?
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Postby Lee_Stricklin » Thu Nov 05, 2009 10:29 pm

The shotgun should be Nexuiz's enforcer. It should have a good amount, but not seemingly unlimited amount of ammo, and should have balanced to slightly underpowered damage and be good for close to medium range.
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Postby Roanoke » Mon Nov 23, 2009 6:38 pm

I am against making the nex use its own ammo. If the map maker put a nex on his map, he should be aware of the consequences. The nex is a weapon made for sniping, it is the only weapon suitable for that purpose (I don't remember the last time I saw a rifle in a map besides eggandbacon). It should be specialized for that, I think. So, leaving the nex ammo/refire alone and making the beam gain damage as it goes along would be the best course of action, I think. That way, close quarter nexing would be discouraged, and the nex would be a sniper weapon, as it was intended to be. If you don't like snipers, then frag them. It's not hard, if you have a cooperative team.
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Postby Agama » Tue Nov 24, 2009 5:06 am

Roanoke wrote:The nex is a weapon made for sniping.


really? lol...
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Postby k0jak » Tue Nov 24, 2009 7:43 pm

Stop trying to change the nex :(

It's fine as it is!
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