Idea for crylink

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Tue Apr 11, 2006 8:15 am

  • I have an idea to get the crylink useful. From the current nature, I don't think that it would be hard to do.

    Let's make it like it was Quake2's Super Shotgun. More projectile to launch out, and let it hurt much when fired in the face (about 160). For moderate range I'd say 65-60. Big cover, but wide spread, and the damage changed significally in range.

    What do you think? Just a bit more powerfull and wider spread. Think like it's an alien shotgun.
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    C.Brutail
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Tue Apr 11, 2006 9:03 am

  • I totally agree with this idea. This is just what I was thinking for what the Crylink should be.
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Tue Apr 11, 2006 9:07 am

  • Before the usual rant about "not all weapons should be equally powerful, wich I agree with, Let me just put in a word.

    About the crylink: Its placement in the weapon loop and in some of the maps siggest that is is ment to be a real powerful weapon. The 1.2* version of the crylink was useless, but the 1.5 version has signigficanlty increased refire rate. Right now its pretty deadly if you use it right. Spawning into a whole binch of fifghtin people can get you lots of frags, and the crylink is the only weapon that allows this, hence I like that its so unique.

    Its very very powerful for its low ammo consumption.

    The spread was, iirc narrowed for 1.5 to make it more useful, and this change made it better, so would not suggest to increas the srepad again.
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Tue Apr 11, 2006 9:38 am

  • i agree with tChr. haven't cared much about the crylink before 1.5, but now its a very powerful weapon if used correctly. have a look at kojak's demo against morfar. there you can see how the crylink is able to kick ass... :D
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Tue Apr 11, 2006 10:33 am

  • Yopu misunderstood me. Make it spread more, but make more projectiles come out (it's only visuals, if they have the same damage...)

    I think I can't realy discribe it in words. Think about a big boom shotgun hunting a rabbit with. You shoot, and the lil rabbit flies away 10 metres... and you can now use it as a strainer couse of the holes.
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    C.Brutail
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Tue Apr 11, 2006 6:59 pm

  • I was thinking that the crylink would be effective as a Flak Cannon-esque weapon. Tone the power down a bit, but a primary of buckshot and a secondary of some splash damage-causing plasma projectile would be interesting to see.
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Wed Apr 12, 2006 5:10 am

  • I was thinking of something a bit more like a nailgun, except that it would fire 3 round blasts.
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    kozak6
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Fri Apr 14, 2006 10:42 pm

  • nail gun sounds quite good (but it needs to fire quite fast), and it needs to have a high ROF, not 3 nails at a time that would suck...


    go for a shaft weopen imo :)
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Tue Apr 18, 2006 10:47 am

  • I think quite a few weapons are already too similar. Shotgun prim/sec and Crylink prim/sec are very similar. So are Machine prim/sec and in a way hagar prim/sec. The Laser, Mortar, Electro and Rocketlauncher too.
    If the Crylink would be made more like a nailgun there would be one weapons less like a shotgun but one more like a machine gun.

    A bit oversimplyfied there are only a few differences in weapons.. They can be instant hit or projectile based, high/slow rate of fire and if projectile based high/slow movement speed. To make weapons balanced you need to adjust their damage to their rate of fire. And with Nexuiz prim/sec attack weapons its just very hard to get different weapons.

    The Laser is ok as it is, maybe a short radius secondary attack (melee) would be cool. The shotgun and machine gun are right as they are (function wise) they would just feel strange if primary and secondary mode were too different. Electro, Mortar and Rocketlauncher are perfect and the Nexgun is cool too. But the ideas to make it a charging gun are worth testing. Only the Hagar and the Crylink feel wrong.

    I have seen some screenshots that turned the hagar (secondary) into a flame thrower. This would be a cool replacement for a lightning gun style weapon.

    Maybe the crylink should be made bouncing again (with damage after the bounce) and prim/sec attack more different. The current primary attack with bounce would be cool because of the spread. And the secondary attack could fire a volley of balls with no spread but still bouncing. Not continously like the machinegun or hagar :)

    Oh i noticed if you fire the electro prim attack it fires from each of the three holes but the secondary attack only fires from the middle one. Maybe this should be changed to use all three and fire all three shots at once..
    Last edited by esteel on Thu Aug 31, 2006 7:54 pm, edited 1 time in total.
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Tue Apr 18, 2006 3:08 pm

  • esteel wrote:A bit oversimplyfied there are only a few differences in weapons.. They can be instant hit or projectile based, high/slow rate of fire and if projectile based high/slow movement speed. To make weapons balanced you need to adjust their damage to their rate of fire. And with Nexuiz prim/sec attack weapons its just very hard to get different weapons.


    I play RTS games and there are lots of things weapons can be other than just rocket/laser/machinegun/grenade. Here's my quick list:

    -Make crylink armour piercing (you can die with 100 armour)
    -Weapons can slow opponents
    -How about a weapon to create a defensive matrix around a teammate?
    -Weapons can damage over time (for hit and runs)
    -weapons can charge up for more damage
    -weapons can, reflect projectiles or negate the effect of other weapons (light saber in jedi knight)
    -melee weapons generally dont work because it is too easy to get disoriented in a fight but what if a melee weapon came with cloaking or speed?
    -a weapon could boost healing rate
    -a weapon could be powerful but heavy so you run slower and jump lower
    -a weapon could be a mine (biosludge gun from UnrealTournament)
    -a weapon could push, pull or even swap positions with opponents
    -a weapon could be non-directional, it could damage all within a range of who is firing. No aiming required.
    -weapons could combine to make bigger ones
    -a weapon could disorient an opponent (add a shake to the opponent's aim)
    -don't forget flamethrowers
    -tear gas (like soldier of fortune)
    -napalm. (the blast area burns blocking a passage temporarily)
    -sniper weapons

    For a deathmatch only game i think that nexuiz has a limited range of weapons.
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Wed Apr 19, 2006 2:21 am

  • The machinegun alt-fire actually makes a half decent sniper rifle.

    One of my favorite things to do on Oil Rig is to bounce over the machinegun spawn before doing anything else, and then hop up to one of my patented kozak spots and pop away with it for the rest of the match.

    It might be interesting to have some sort of bounce shield for laser secondary, a sort of quick blast of a shield that would cause projectiles to bounce away. To preserve balance, it would only be a quick blast (so you would have to time it well), and there would have to be a significant wait between blasts.
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    kozak6
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Wed Apr 19, 2006 7:07 am

  • esteel wrote:Oh i noticed if you fire the electro prim attack it fires from each of the three holes but the secondary attack only fires from the middle one. Maybe this should be changed to use all three and fire all three shots at once..


    agree with you. it would be a bit faster like that :) (compared to the morter grenade, those plasma balls are heavy and slow).
    I've seen that shooting the electro balls with an electro shot makes a super-reaction :) but it is really hard to do becoz of refire rate... could it be possible that refire rate is higher, just for the combinaison 2nd shot / 1st shot, but not for the 1st shot/1st shot/1st shot... ?
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    obi_wan
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Wed Apr 19, 2006 9:47 am

  • obi_wan wrote:I've seen that shooting the electro balls with an electro shot makes a super-reaction :) but it is really hard to do becoz of refire rate... could it be possible that refire rate is higher, just for the combinaison 2nd shot / 1st shot, but not for the 1st shot/1st shot/1st shot... ?

    Not really.. There is only a configurable amount of time for each fire mode one has to wait till the next shot. If we lower that amount of time you could spam like crazy with the secondary fire mode :) But maybe its possible to change the code involved..
    Last edited by esteel on Thu Aug 31, 2006 7:55 pm, edited 1 time in total.
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    esteel
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Wed Apr 19, 2006 1:07 pm

  • esteel wrote:Oh i noticed if you fire the electro prim attack it fires from each of the three holes but the secondary attack only fires from the middle one. Maybe this should be changed to use all three and fire all three shots at once..

    The SVN version uses all three barrels, but in an alternating sequence, not all at once.
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    KadaverJack
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Wed Apr 19, 2006 2:14 pm

  • WHile we are slightly offtopic anyways: the RL is transparent from the inside.
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Wed Apr 19, 2006 3:07 pm

  • KadaverJack wrote:The SVN version uses all three barrels, but in an alternating sequence, not all at once.

    Yeah the primary attack does this.. but not the secondary. I took a quick look at the 1.5 code and i would say both fire modes use all three barrels but it does not look like this graphics wise. Guess i have to pay attention when back at home because i also never noticed that in the svn version.

    *edit* Hmm yeah with slowmo 0.1 one can see secondary attack also uses all three barrels, its just hard to notice with normal speed :)
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