Design Your Own Nexuiz!

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby GreEn`mArine » Mon Aug 24, 2009 4:43 pm

Mr. Bougo wrote:
Code: Select all
quit

If any of the above mentioned would have been applied ... yes, quit.
GreEn`mArine
Forum addon
 
Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby Spaceman » Tue Aug 25, 2009 4:26 pm

Mr. Bougo wrote:
Code: Select all
quit

Quit is a command not a cvar.

Samual wrote:...changing the cvars you want changed...
Spaceman
Alien trapper
 
Posts: 264
Joined: Tue Aug 28, 2007 10:53 am

Postby Fisume! » Tue Aug 25, 2009 4:58 pm

Bam, owned!
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby Mr. Bougo » Tue Aug 25, 2009 6:29 pm

It still works fairly well in a .cfg


Let's stop the OT here, though :p
Meh.
Mr. Bougo
Keyboard killer
 
Posts: 760
Joined: Mon Sep 10, 2007 3:29 pm

Postby FraNcoTirAdoR » Wed Aug 26, 2009 9:02 am

FruitieX wrote:
Code: Select all
exec physicsNexrun.cfg


I would like to see a nexrun-like physics too on some fighting server too, but it's extremely annoying and tiresome for the hand to make semi circles throughout the match, not to mention its almost impossible to aim like that on-the-go. Have you checked out the quake live physics yet? its almost the same but as you are speeding up the ideal curving-circle of movement gets much longer than in the current nexrun setting, thats something much more playable in fights. At least i found double and triple-beat strafing far much easier to apply. I guess its because of the less aircontrol or sth.
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

Postby Flying Steel » Wed Aug 26, 2009 4:11 pm

Alright let's get back on the real topic. There's plenty of other threads already in place for joke spamming and nexrun discussions. It seems what Samual is trying to do here is give us as the community a more intelligent and precise voice in what directions Nexuiz could go in. So I think we should take this seriously and give it a solid chance.

Okay, so I have created and preliminarily tested a couple weapon rebalance/changes.

The first is the "melee" laser prototype, which gives the laser a very close ranged but very powerful attack. It is meant to make the laser more useful as a weapon, provides more options when you are out of ammo and adds a fun melee attack to the game for close-quarters engagements and ambushes.


Melee Laser:
Code: Select all
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


Next is the balanced shotgun prototype, which is meant to make the shotgun balanced with every other weapon in the game (besides the laser) in both effectiveness and ammo consumption. It functions as a close quarters weapon with a higher DPS than the machinegun but with greatly wider spread and the power to insta an enemy with base health at point blank (same as a direct hit from the RL) but to balance it consumes ammo at 5 times its 2.5.1 rate, which means you have only 8 shots instead of 40. K0jak and Alien, I hope you're both reading this! :D


Balanced Shotgun:

Code: Select all
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


Finally my rebalanced Nex does 100 damage instead of 110. I probably don't need to post the code for that though. :)
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby PCLizard » Wed Aug 26, 2009 10:21 pm

Here's my first attempt at a more balanced weapon and health/armor config. This is still beta (Still working on shotgun) and needs testing, so please try it out when you can.

Code: Select all
//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.
Last edited by PCLizard on Wed Aug 26, 2009 10:29 pm, edited 2 times in total.
A Pretty Cool Lizard.
PCLizard
Advanced member
 
Posts: 55
Joined: Thu Apr 10, 2008 3:13 pm

Postby PCLizard » Wed Aug 26, 2009 10:26 pm

Double post, sorry :?
A Pretty Cool Lizard.
PCLizard
Advanced member
 
Posts: 55
Joined: Thu Apr 10, 2008 3:13 pm

Postby terencehill » Thu Aug 27, 2009 1:18 am

Commenting the pclizard changes:
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.

I'm not the only one with this idea then... 140 the mortar, 150 the rl, it's RIDICOLOUS. I mean the difference.

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.

No. it's fun spamming with the mortar, and the damage isn't so high compared to the grenades u throw, even if u know to spam.

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

Maybe higher than 110 the radius... it's a rocketlaincher FFS! Already with 150 u can throw a rocket in the middle of a bunch of players and u don't hit! o_O
Maybe better higher radius and lower edgedamage?

Your hagar should be tried, many settings could be better than the current one.

About the crylink, I think it's already not so powerful, the changes u made will make it even less powerful

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.
terencehill
Alien
 
Posts: 176
Joined: Thu Jul 10, 2008 10:33 pm
Location: Italy

Postby FraNcoTirAdoR » Thu Aug 27, 2009 9:21 am

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.


Thats right, until the antilag for bullet weapons wont be fixed, these weapons will remain really weak, the mg is used rarely in the new version, becuase it feels so that antilag is not applied on it at all. Just try this: make the secondarys spread 0 and set a ping of 70 and keep the crosshair on a strafing target while he is moving in the range of 3-4 meters: none of the bullets will hit at all... Mg should be the lightning gun of Nexuiz but its really unpredictable in its current form. Thats the same reason why camping rifle feels almost useless and people still use nex for sniping instead. Just sharing this thought because until the antilag on bullets is still such buggy these weapons cant really be balanced imo, since their power depends on the ping of the user :P
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest