Charging Nex

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Charging Nex

Postby dreamteam » Sun Mar 05, 2006 9:39 am

Hi,

just tried the server with the charging Nex. So far so good, but I would prefer that if I am charging with the right mouse button, that the charge will stay on that level and will not go down after releasing the button. I think this is nothing but fair because I invested "the time" into charging so I would like to have also the "benefit" for the next shot.

Best regards,

dreamteam
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Postby tZork » Sun Mar 05, 2006 9:54 am

Hi dreamteam!

Tnx for you input, this is alredy possible with the current version (more or less) there is a config option that control how long the charge stays before droping, setting this to something like 999 will have the effect you seek.

I will make the download for the charging nexgun available here just as soon as i fix the known bugs in it :] This way you can (and others) can play arround with the settings localy and maybe come up with a good default.
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<Samua>Lies, that only applies to other people.
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Re: Charging Nex

Postby tChr » Sun Mar 05, 2006 12:18 pm

dreamteam wrote:Hi,

just tried the server with the charging Nex. So far so good, but I would prefer that if I am charging with the right mouse button, that the charge will stay on that level and will not go down after releasing the button. I think this is nothing but fair because I invested "the time" into charging so I would like to have also the "benefit" for the next shot.

This was the first we tried, and it didnt work wery well, as it made good players totally rule the maps, instead of becoming "harder" and more challeinging to the good users, it got even easier. So IMO its not a good idea.
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Re: Charging Nex

Postby dreamteam » Sun Mar 05, 2006 4:42 pm

tChr wrote:
dreamteam wrote:Hi,

just tried the server with the charging Nex. So far so good, but I would prefer that if I am charging with the right mouse button, that the charge will stay on that level and will not go down after releasing the button. I think this is nothing but fair because I invested "the time" into charging so I would like to have also the "benefit" for the next shot.

This was the first we tried, and it didnt work wery well, as it made good players totally rule the maps, instead of becoming "harder" and more challeinging to the good users, it got even easier. So IMO its not a good idea.


The good players will always rule the maps, that´s why they are good. I am not considering myself as a good player, from time to time I am lucky that I hit somebody. That´s why I like the Nex, because IF I hit somebody than that´s it - in the normal game. Now I must controll also the 2nd mouse button to charge the Nex permananetly because the actual hit rate is not doing so much damage any more in comaprison to the other wapons, but aiming and hiting a moving target is still more difficult than with the shotgun or the mortar.

Maybe the right balance from charging and hold the charge and the initial hit rate is not yet found like tZork was mentioning.

I think I have to give it several more tries ;-)

Best regards,

dreamteam
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Postby esteel » Mon Mar 06, 2006 10:59 am

Well we hope to find something most people like.. There have been serveral ideas.. Just keep it like now but maybe with a longer reload time, make it autocharge so that the longer you wait the more damage will be done. Make it charge when pressing and fire when released.
There are pros and cons for each of them.. The first thing would be simple and change almost nothing. The second is bad IMO because on some maps you just run around and search the opponent and then you have once change to do massive damage (without any cost).

Well i have a (in parts) new idea. How about giving the nex a base damage of 50 (or 75) with the current reload time of 1 second. You can press +attack2 to START the charge.. but you can't stop the charge and it will start to hurt you after a few (maybe 2) seconds at full charge. The ammo it needs can be fixed as now (5) or propotional to the charge.. but i would rather keep it simple..
Would it be hard to change the current (warning, funny word ahead) nexperiment code to test this?
(Would be a nice name for a mod in case this will never be part of the official nexuiz code :))
Last edited by esteel on Thu Aug 31, 2006 2:29 pm, edited 1 time in total.
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Postby tChr » Mon Mar 06, 2006 11:15 am

esteel wrote:Well i have a (in parts) new idea. How about giving the nex a base damage of 50 (or 75) with the current reload time of 1 second. You can press +attack2 to START the charge.. but you can't stop the charge and it will start to hurt you after a few (maybe 2) seconds at full charge. The ammo it needs can be fixed as now (5) or propotional to the charge.. but i would rather keep it simple..
sounds interesting.. so you mean when you start the charge you have to fire quite quickly and thereby loose the garge, as you have no way of making it not hurt you when its charged.. Hmm.. I think its worth a try. I certainly makes the gun seem "unstable" :)
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Postby esteel » Mon Mar 06, 2006 11:28 am

tChr wrote:sounds interesting.. so you mean when you start the charge you have to fire quite quickly and thereby loose the garge, as you have no way of making it not hurt you when its charged.. Hmm.. I think its worth a try. I certainly makes the gun seem "unstable" :)

So to speak yes.. but 'quickly' is just right if the nexgun charges quickly and if it starts to hurt you fast. But having such a thing puts a bonus on anticipation and strategy. If you charge you should better be prepared to fire soon else you'll get hurt or "just" loose cells. But if you have some idea where you oppenent is you can try to hit him with a charged nex.

I like the idea. Its simple.. can not be overused.. gives more options to the gun..
Last edited by esteel on Thu Aug 31, 2006 2:29 pm, edited 1 time in total.
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Postby KICK » Mon Mar 13, 2006 12:36 pm

I've got another idea:

-what about making damage proportionnal to player speed.
If you are not moving, your nex damage is 50 and it increase with your speed. When you run you shoot at 80 and when you've got amazing speed, you make 110 damage.

I think it's a good way against corner camper, and not too powerfull for great player who have to run fast and fast to shoot.

I think its not complicated to make and can be fun.
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Postby Strahlemann » Mon Mar 13, 2006 1:25 pm

I like esteels idea best so far.
It's simple, it doesn't feel too different to the current nex as the standard-refire rate will be quite the same. (Do you know this server with the MG-style Nex... i hate it ;))
And it's intuitive how the charging works.

But KICK's idea even sounds a bit less complicated (no charge-button required) and still could be very balanced and fun to play (if i recall some standard deathmatch-situations)
The only thing is that it will be hard to find a logical explanation for the Nex acting like that.
But i don't care 8) (What are these "cells" anyway?)
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Postby esteel » Mon Mar 13, 2006 1:47 pm

Strahlemann wrote:I like esteels idea best so far.
It's simple, it doesn't feel too different to the current nex as the standard-refire rate will be quite the same.

But KICK's idea even sounds a bit less complicated (no charge-button required) and still could be very balanced and fun to play (if i recall some standard deathmatch-situations)
The only thing is that it will be hard to find a logical explanation for the Nex acting like that.

Thanks. Also this thing seems uniqe.. at least i can't remember a game with exactly such a gun :)

KICKs idea sounds neat but i fear those corner cases where you strafe to aviod getting hit inbetween shots. If you change direction you would not deal so much damage. This thing is too uncertain in my eyes.
Last edited by esteel on Thu Aug 31, 2006 2:48 pm, edited 1 time in total.
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