Mr. Bougo wrote:
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quit
If any of the above mentioned would have been applied ... yes, quit.
Moderators: Nexuiz Moderators, Moderators
Mr. Bougo wrote:
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quit
Mr. Bougo wrote:
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quit
Samual wrote:...changing the cvars you want changed...
FruitieX wrote:
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exec physicsNexrun.cfg
set g_balance_laser_primary_damage 35
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
set g_balance_laser_primary_radius 70
set g_balance_laser_primary_speed 9000
set g_balance_laser_primary_refire 0.7
set g_balance_laser_primary_animtime 0.3
set g_balance_laser_primary_lifetime 30
set g_balance_laser_secondary 1 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 100
set g_balance_laser_secondary_edgedamage 1
set g_balance_laser_secondary_force 10
set g_balance_laser_secondary_radius 0.1
set g_balance_laser_secondary_speed 2000
set g_balance_laser_secondary_refire 0.2
set g_balance_laser_secondary_animtime 0.2
set g_balance_laser_secondary_lifetime 0.15
set g_balance_shotgun_primary_bullets 10
set g_balance_shotgun_primary_damage 10
set g_balance_shotgun_primary_force 60
set g_balance_shotgun_primary_spread 0.1
set g_balance_shotgun_primary_refire 0.8
set g_balance_shotgun_primary_animtime 0.2
set g_balance_shotgun_primary_ammo 5
set g_balance_shotgun_primary_speed 20000
set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
set g_balance_shotgun_secondary_bullets 10
set g_balance_shotgun_secondary_damage 10
set g_balance_shotgun_secondary_force 60
set g_balance_shotgun_secondary_spread 0.15
set g_balance_shotgun_secondary_refire 2
set g_balance_shotgun_secondary_animtime 0.2
set g_balance_shotgun_secondary_ammo 5
set g_balance_shotgun_secondary_speed 16000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
//PCLizard's "Balanced" Weapon/Health & Armor Config ***BETA V 0.1***
//Mortar
g_balance_grenadelauncher_primary_radius 90 // 140 for mortar radius is OUTRAGEOUS. 90 is the more logical and balanced value for the mortar, mainly because it reduces spam and requires more precision to use.
g_balance_grenadelauncher_primary_ammo 3 // 3 rockets per grenade just like the rl, to reduce spam and force the player to really make each grenade count.
g_balance_grenadelauncher_secondary_ammo 3 // Same as primary.
//Rocket Launcher
g_balance_rocketlauncher_damage 90 // 90 Damage for direct hit, 120 damage is insane. 90 is more balanced and helps reduce spam.
g_balance_rocketlauncher_edgedamage 40 // This should be a tad higher than the mortar splash damage, since the rl is slower and takes longer to refire.
g_balance_rocketlauncher_radius 110 // Radius is lowered to 110, remaining higher than the mortar's splash but still smaller than 150 :P
//Hagar
g_balance_hagar_primary_speed 3500 // Faster primary makes the hagar more accurate.
g_balance_hagar_secondary_damage 50 // Secondary Hagar is more deadly, while using more ammo and is slower (see following cmds)
g_balance_hagar_secondary_ammo 2 // Requires 2 rockets per rocket due to it being more powerful than primary.
g_balance_hagar_secondary_refire 0.2 // Reduces spam of powerful rockets :P
g_balance_hagar_secondary_edgedamage 30 // Higher splash damage for hagar secondary, still making it worthwhile to use even when it's not a direct hit.
//Crylink
g_balance_crylink_primary_ammo 4 // Uses more ammo to reduce prolonged spam.
g_balance_crylink_primary_spread 0.025 // Make crylink primary more accurate
g_balance_crylink_secondary_ammo 4 // Same reason as primary.
//Machine Gun
g_balance_uzi_first_damage 25 // 30 is a tad high for a first bullet damage, lowered slightly to balance primary and secondary.
g_balance_uzi_first_spread 0 // Should there REALLY be spread for the first bullet? This makes the secondary worth using if you wanted to be more accurate.
g_balance_uzi_sustained_damage 16 // Raised by one to make the mg a little more deadly.
//Nex
g_balance_nex_damage 100 // 130 for a nex shot is just not right...lowered to 100 to reduce nex spam/whoring and to balance it out with the rest of the weapons.
g_balance_nex_ammo 6 // Only 5 ammo for an instant 100 damage seems a bit low, so this is raised to 6 (This value may be raised again in the future!)
g_balance_nex_force 500 // The nex force shouldn't be this high, it makes it too easy to throw people off maps. Lowered down to 500. (This also may change!)
//Electro
// I couldn't find anything wrong with the electro, it seems to be balanced =)
//Health & Armor
g_balance_health_limit 250 // There should be a limit to how much health you should have....this seemed about right.
g_balance_armor_limit 200 // A tad less than the health limit but still quite a lot.
g_balance_health_regen 0 //No health regen, forces you to pick up health to stay alive.
//Misc
sv_pogostick 0 // This makes the players actually have to JUMP to move around faster.
g_balance_grenadelauncher_primary_radius 90 // 140 for mortar radius is OUTRAGEOUS. 90 is the more logical and balanced value for the mortar, mainly because it reduces spam and requires more precision to use.
g_balance_grenadelauncher_primary_ammo 3 // 3 rockets per grenade just like the rl, to reduce spam and force the player to really make each grenade count.
g_balance_rocketlauncher_damage 90 // 90 Damage for direct hit, 120 damage is insane. 90 is more balanced and helps reduce spam.
g_balance_rocketlauncher_edgedamage 40 // This should be a tad higher than the mortar splash damage, since the rl is slower and takes longer to refire.
g_balance_rocketlauncher_radius 110 // Radius is lowered to 110, remaining higher than the mortar's splash but still smaller than 150
terencehill wrote:The mg is fine as it is (not considering that it rarely hits when the ping gets higher due to the bugged antilag)
Agreed on the nex.
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