New weapons (and some old one) don't fit Nexuiz

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  • yeah, it's a lengthy post, but read it anyway... :-P

    The new weapons don't fit Nexuiz. This is the overwhelming consensus among the people that I have heard talking about the new weapons. It wasn't really much of an issue when the new weapons first appeared after 2.5, because existing maps didn't have the new weapons and most servers didn't use them, so players didn't really notice them. But it's now an issue that gets brought up a lot more as mappers are starting to place the newer weapons on new maps. Server admins have to go through a number of steps to try to balance out the new maps to have them use the traditional weapons.

    Regarding Nexuiz Style... I've been told that Nexuiz started out as an industrial style game (similar to quake) but then the focus of style has changed to a futuristic space style game. With this style in mind...

    Among the traditional weapons (from before 2.5), the laser, electro, crylink and nex seem to fit in with the Nexuiz style. However, the shotgun, machine gun, grenade launcher and rocket launcher are old military style weapons. If the Alientrap wanted to adjust the weapons between Nexuiz versions, they could perhaps change the existing weapons so they fit more of the style of nexuiz. The weapons could have the same gameplay features, but (for example) the rocket would be a more futuristic projectile weapon, instead of a using a rocket designed in the 1950s.

    Of the new weapons, the HLAC is the only one that seems to fit Nexuiz. However, it is too powerful right now. The HLAC really should just have the power reduced and then just replace the machinegun (since it is basically a laser-based machinegun anyway).

    The rifle and the fireball are just bad ideas for Nexuiz. Maybe they fit in another game, but they don't fit in Nexuiz. Any weapon that takes zero skill to use is bad (like the fireball). The rifle is not only an old style weapon, but it is very difficult to use effectively. My understanding is that it is not a hitscan weapon, but a very fast projectile weapon.

    Many feel that the nex gun is the most dominant weapon in the game. The only things that balance the dominance of the nex are 1) map design (enclosed maps with smaller spaces) 2) limited availability of ammo 3) limited accessibility of the nex. I've never been happy that the nex is such a dominant weapon, but I also feel that the nex is absolutely necessary to help balance against the super fast speed of players in nexuiz (especially in CTF). Once someone gets moving fast enough, the nex becomes the only weapon that is really effective in stopping them. Sometimes, even the nex can't stop a super fast player.

    There are a lot of options for the direction Nexuiz can take with adding new weapons, or adjusting existing ones.

    1) I think there should be at least another nex-like weapon (I guess that is what the rifle was intended to be)
    2) I think a melee weapon could work well, if it is thought out properly and tested.
    3) I have always liked the hand grenade as a weapon (from quake).

    There are a lot of other ideas to consider, but these things really should involve a LOT of OPEN discussion and TESTING of gameplay. That didn't happen with the new weapons after 2.5. So far, it is pretty clear that the new weapons have all failed with gameplay (on any matches that I've seen involving new weapons).

    Sorry for being long-winded.



    .... some related comments....


    Mappers are also putting the grappling hook on maps too, which is just horrible. I say let the server admins decide if the map is to be played with a grapple hook or not, as that (putting a grapple ON the map as a spawn item) dramatically changes the game. On non-hook servers, anyone who grabs the grapple hook will have a tremendous movement advantage that throws off the whole match. Movement tools, like the hook, should be for hook servers where everyone has a hook.

    Also (this is somewhat related to the above comment about hooks) please, mappers, don't remove the laser using mapinfo (re: campgrounds/francinator). That actually changes the game mode quite a bit. When you are messing around with basic things like the weapons that are available when a player spawns, that is changing the game mode. There is nothing wrong with playing with the game mode, but let the server admins do that. If you want to create a new game mode that doesn't use a laser, talk to the alientrap devs about making a new one and then design your map for that.
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Sat Sep 19, 2009 12:38 am


  • Dokujisan wrote:The new weapons don't fit Nexuiz. This is the overwhelming consensus among the people that I have heard talking about the new weapons.


    If those people aren't refering to the havoc / soon to be 2.6 default weapons, then that is because they are unaware of them. Simply put, there's alot more weapon balance changes in the works than a few weapon additions. Many of the weapons are being almost reinvented it seems.

    Among the traditional weapons (from before 2.5), the laser, electro, crylink and nex seem to fit in with the Nexuiz style. However, the shotgun, machine gun, grenade launcher and rocket launcher are old military style weapons.


    This is fairly common in FPS games though- Doom, Tribes, Halo, Unreal, etc., all had a mixture of weapon types we recognize from today plus ones not yet possible.

    Maybe they fit in another game, but they don't fit in Nexuiz. Any weapon that takes zero skill to use is bad (like the fireball).


    It is a very new weapon that won't be released in a stable build for a while longer to come. It also does take skill to use, how much in arguable. But the fireball has a sizeable fire delay, very slow refire and very slow travel speed. The incendiaries are slow and just bounce along the ground like electro balls or grenades almost.

    The rifle is not only an old style weapon, but it is very difficult to use effectively. My understanding is that it is not a hitscan weapon, but a very fast projectile weapon.


    That's correct, it isn't hitscan, hitscan weapons are being phased out, I forget why. It seems that the rifle is going to be the new sniper weapon. Look at the changes for the Nex on the roadmap. I think it is getting damage-range falloff, which might start to make it less of a sniper weapon. Unless the falloff is reversed, like with the alien sniper gun from Halo (Particle Rifle? can't remember the name).

    Many feel that the nex gun is the most dominant weapon in the game. The only things that balance the dominance of the nex are 1) map design (enclosed maps with smaller spaces) 2) limited availability of ammo 3) limited accessibility of the nex. I've never been happy that the nex is such a dominant weapon, but I also feel that the nex is absolutely necessary to help balance against the super fast speed of players in nexuiz (especially in CTF). Once someone gets moving fast enough, the nex becomes the only weapon that is really effective in stopping them. Sometimes, even the nex can't stop a super fast player.


    A very interesting point.

    1) I think there should be at least another nex-like weapon (I guess that is what the rifle was intended to be)
    2) I think a melee weapon could work well, if it is thought out properly and tested.
    3) I have always liked the hand grenade as a weapon (from quake).


    Agree on all, except 3 should be a function of the grenade launcher, methinks.

    There are a lot of other ideas to consider, but these things really should involve a LOT of OPEN discussion and TESTING of gameplay. That didn't happen with the new weapons after 2.5.


    The devs prefer to balance based on play testing statistics generated from test servers. I think if folks were less quick to get stubborn and emotional and be more logical and open to other ideas besides what they've grown accustomed to, the devs might rely less on kill statistics and off-forum discussions to work out balance changes.
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  • Flying Steel wrote:I think if folks were less quick to get stubborn and emotional and be more logical and open to other ideas besides what they've grown accustomed to

    You forget that that's impossible. People, in any situation, always rely on emotions, familiarity and security. Too much emotion is bad sure, but too much 'open minded' is as equally bad.
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  • Dokujisan wrote:don't remove the laser using mapinfo (re: campgrounds/francinator)


    Thats just a feature of the map for 1on1 and you can get the laser anyway :)
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  • ai wrote:
    Flying Steel wrote:I think if folks were less quick to get stubborn and emotional and be more logical and open to other ideas besides what they've grown accustomed to

    You forget that that's impossible. People, in any situation, always rely on emotions, familiarity and security. Too much emotion is bad sure, but too much 'open minded' is as equally bad.


    Given the context of what I said I think it should be pretty clear I meant emotional as in dominated or blinded by (select) emotions, not that the problem is people have emotions.

    My point is, that I don't think the devs fully trust forum regulars' ability to make good decisions for the game's popularity and future, because they get too emotional. So they come up with ideas behind closed doors and rely on statistical balancing, which is basically the opposite approach to dealing with the game's future. So I think people who want to be heard more, should "try to speak the language" so to speak- think and talk more of like game developers. Be more tester and less testy. :wink:

    Case and point is the 2.5 physics change. It just turned up friction and acceration in tandem for sharper control or such, but everyone freaked initially, because it was so different they had to spend a whole week getting used to it, so therefore it ruined Nexuiz and a revert was demanded. But the devs didn't cave and eventually folks got used to it and now seem to prefer it.
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Sun Sep 20, 2009 2:50 pm

  • Dib and I are working on a melee weapon. at this point, it's mostly his area of expertise, getting it coded in.

    also, I really like the idea of having the nex damage increase as distance increases.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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  • Dokujisan wrote:Among the traditional weapons (from before 2.5), the laser, electro, crylink and nex seem to fit in with the Nexuiz style. However, the shotgun, machine gun, grenade launcher and rocket launcher are old military style weapons. If the Alientrap wanted to adjust the weapons between Nexuiz versions, they could perhaps change the existing weapons so they fit more of the style of nexuiz. The weapons could have the same gameplay features, but (for example) the rocket would be a more futuristic projectile weapon, instead of a using a rocket designed in the 1950s.

    I don't see the nexuiz style RL as a 'old design' sure you can trace it roots, so to speak, to older tech, but then again that true for just abt anything. GL does perhaps feel a tad oldish, but that one is ok, imo. the machine gun and to some extent rifle i can agree they feel misplaced.

    Dokujisan wrote:Of the new weapons, the HLAC is the only one that seems to fit Nexuiz. However, it is too powerful right now. The HLAC really should just have the power reduced and then just replace the machinegun (since it is basically a laser-based machinegun anyway).

    Hm, well i designed the HLAC to be a power full weapon, not at all some low powered laser based smg. But the cogs of balancing have turned it into something rather boring. so maybe it could replace the mg now. However, this presents a problem for ppl with bad ping, since _only_ hitscan weapons, that is shotgun, machine gun, nexgun and rifle(?) have antilag capabilities. Id still prefer the HLAC getting a boot up to the thing it was intended as tough, "the choice" for close combat.

    Dokujisan wrote:The rifle and the fireball are just bad ideas for Nexuiz. Maybe they fit in another game, but they don't fit in Nexuiz. Any weapon that takes zero skill to use is bad (like the fireball). The rifle is not only an old style weapon, but it is very difficult to use effectively. My understanding is that it is not a hitscan weapon, but a very fast projectile weapon.

    I have somewhat mixed feeling when it comes to the rifle. Its fun because its so challenging, otoh its fairly redundant (we allready have nex/mg). Its only gimmic seem to be head shots (wich could just as well be implemented for any hitscan gun) and enoying reloads. I haven't played much public with the FB yet so i cant say much abt it. First feeling is that the fire delay and astronomical refire could balance its power well.

    Dokujisan wrote:...
    Mappers are also putting the grappling hook on maps too, which is just horrible. I say let the server admins decide if the map is to be played with a grapple hook or not, as that (putting a grapple ON the map as a spawn item) dramatically changes the game. On non-hook servers, anyone who grabs the grapple hook will have a tremendous movement advantage that throws off the whole match. Movement tools, like the hook, should be for hook servers where everyone has a hook.

    No, no and hmm oh yes.. NO! ;) Placing the hook on a map is totally OK, then the map (should be) designed for it. And thats is the no1 problem with the old offhand hook; raping maps gameplay by bypassing everything the mapper thought game play wize by just hooking around like tarzan on crack. If you really hate it, use weapon replace to turn it into something else.

    Dokujisan wrote:Also (this is somewhat related to the above comment about hooks) please, mappers, don't remove the laser using mapinfo (re: campgrounds/francinator). That actually changes the game mode quite a bit. When you are messing around with basic things like the weapons that are available when a player spawns, that is changing the game mode. There is nothing wrong with playing with the game mode, but let the server admins do that. If you want to create a new game mode that doesn't use a laser, talk to the alientrap devs about making a new one and then design your map for that.

    I split on this, i certinly see your point Dokujisan, but as a mapper, i also see the need for removing the laser for certain type of maps / gameplay.
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  • Flying Steel wrote:
    That's correct, it isn't hitscan, hitscan weapons are being phased out, I forget why. It seems that the rifle is going to be the new sniper weapon. Look at the changes for the Nex on the roadmap. I think it is getting damage-range falloff, which might start to make it less of a sniper weapon. Unless the falloff is reversed, like with the alien sniper gun from Halo (Particle Rifle? can't remember the name).


    For the theme of nexuiz, I don't really imagine bullets in a futuristic alien game. And last time I checked what it said was on the front page "Simple, fast, intense.....". There shouldn't really be a "sniper weapon" its a hitscan weapon. Nexuiz isn't a game where you sit in a corner and try and get almost impossible headshots on people with the rifle while they are moving insanely fast around you. The Nex right now is completely fine as it is and fits nexuiz's style almost the best.
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Mon Sep 21, 2009 3:24 am

  • tundramagi wrote:Fuck off doujuk and go make your own game if you hate the weapons the developers made.
    It's also nice for mappers to have a large variety of weapons to place, so go the fuck to hell with your weapon removal ideas.


    Lol. Just. Lol.

    It's what the community wants in the end....if the community rejects a weapon added to the game, should that weapon stay? I think not...and vice versa for that matter.
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  • Agama wrote:
    Flying Steel wrote:
    That's correct, it isn't hitscan, hitscan weapons are being phased out, I forget why. It seems that the rifle is going to be the new sniper weapon. Look at the changes for the Nex on the roadmap. I think it is getting damage-range falloff, which might start to make it less of a sniper weapon. Unless the falloff is reversed, like with the alien sniper gun from Halo (Particle Rifle? can't remember the name).


    For the theme of nexuiz, I don't really imagine bullets in a futuristic alien game. And last time I checked what it said was on the front page "Simple, fast, intense.....". There shouldn't really be a "sniper weapon" its a hitscan weapon. Nexuiz isn't a game where you sit in a corner and try and get almost impossible headshots on people with the rifle while they are moving insanely fast around you. The Nex right now is completely fine as it is and fits nexuiz's style almost the best.
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  • Agama wrote:For the theme of nexuiz, I don't really imagine bullets in a futuristic alien game.


    Then just make or consider them railguns or coilguns with the same in-game stats. Problem solved, IMHO.

    And last time I checked what it said was on the front page "Simple, fast, intense.....". There shouldn't really be a "sniper weapon" its a hitscan weapon.


    The Nex gun is a sniper weapon, and is also the only hitscan weapon currently. The Nex has been in the game from the beginning I believe.

    Nexuiz isn't a game where you sit in a corner and try and get almost impossible headshots on people with the rifle while they are moving insanely fast around you.


    Well they have to be both pretty close and in a relatively wide or open space to be moving insanely fast around you. And if they are running towards or away from you or just standing still for a moment, you might as well be FPS Doug with that camping rifle.

    The Nex right now is completely fine as it is and fits nexuiz's style almost the best.


    Well you said you didn't want there to be a sniper weapon and you implied you wanted weapon(s) that could hit people moving insanely fast around you; this change might very well benefit both. The Nex becomes less effective at long ranged sniping do to falloff while the new faster refire combined with its legacy hitscan ability makes it effective for killing people speeding around you.
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Mon Sep 21, 2009 5:12 am

  • Wow... Longass post... Well.. Here goes!

    That's correct, it isn't hitscan, hitscan weapons are being phased out, I forget why. It seems that the rifle is going to be the new sniper weapon. Look at the changes for the Nex on the roadmap. I think it is getting damage-range falloff, which might start to make it less of a sniper weapon. Unless the falloff is reversed, like with the alien sniper gun from Halo (Particle Rifle? can't remember the name).

    This simply isn't true... Rifle IS hitscan, just has aspects about it that make it more realistic. Hitscan weapons aren't being phased out either, 1/3rd of our weapons are hitscan (5 out of 15). Also, the changes you mentioned on the roadmap aren't by the devs. They're patches by other users which we might or might not use.. We haven't even committed them yet. (Most likely we will though, as they're good ideas).

    It's what the community wants in the end....if the community rejects a weapon added to the game, should that weapon stay? I think not...and vice versa for that matter.

    Well, yes. But only if the weapon is very unpopular on the public servers, or if it's of absurd design. (For example, the tag was both of these things.. Which is why we removed it.) Generally we won't listen to some players who completely reject the idea... Due to the fact that they're completely ignorant of change. (Thankfully a good majority of you aren't, but some are.)

    Also (this is somewhat related to the above comment about hooks) please, mappers, don't remove the laser using mapinfo (re: campgrounds/francinator). That actually changes the game mode quite a bit. When you are messing around with basic things like the weapons that are available when a player spawns, that is changing the game mode. There is nothing wrong with playing with the game mode, but let the server admins do that. If you want to create a new game mode that doesn't use a laser, talk to the alientrap devs about making a new one and then design your map for that.

    Yes I agree 100%.. campgrounds was ruined for me because of this.. It could have been a really nice map though. Personally i'm not against some things though, like using mapinfo to add hook (Infact, this is how it SHOULD be done.. Unless the server admin makes sure all the maps he uses work with nicely with hook.).

    The new weapons don't fit Nexuiz. This is the overwhelming consensus among the people that I have heard talking about the new weapons. It wasn't really much of an issue when the new weapons first appeared after 2.5, because existing maps didn't have the new weapons and most servers didn't use them, so players didn't really notice them. But it's now an issue that gets brought up a lot more as mappers are starting to place the newer weapons on new maps. Server admins have to go through a number of steps to try to balance out the new maps to have them use the traditional weapons.

    Well, i'm pretty mixed on this. The only weapon I don't think fit Nexuiz, is the campingrifle. Tag and HLAC were fine. However, in my opinion.. The people who didn't like any of these weapons were only upset because they didn't want to learn something new. This happens a lot it seems, and I wish people would actually try it and not just say "Hell no, this is ridiculous."... Did you know that most of the weapons we added before got that comment? (Crylink, for example)

    Among the traditional weapons (from before 2.5), the laser, electro, crylink and nex seem to fit in with the Nexuiz style. However, the shotgun, machine gun, grenade launcher and rocket launcher are old military style weapons. If the Alientrap wanted to adjust the weapons between Nexuiz versions, they could perhaps change the existing weapons so they fit more of the style of nexuiz. The weapons could have the same gameplay features, but (for example) the rocket would be a more futuristic projectile weapon, instead of a using a rocket designed in the 1950s.

    Hmm well you have a point, shotgun and uzi are rather old.. (I don't think gl/rl are old at all tbh) However, we have revamped these weapons so much that they actually DO fit with the style and gameplay of Nexuiz.

    Of the new weapons, the HLAC is the only one that seems to fit Nexuiz. However, it is too powerful right now. The HLAC really should just have the power reduced and then just replace the machinegun (since it is basically a laser-based machinegun anyway).

    I disagree here entirely.. Shouldn't be reduced in power, and the uzi should not be removed.

    The rifle and the fireball are just bad ideas for Nexuiz. Maybe they fit in another game, but they don't fit in Nexuiz. Any weapon that takes zero skill to use is bad (like the fireball). The rifle is not only an old style weapon, but it is very difficult to use effectively. My understanding is that it is not a hitscan weapon, but a very fast projectile weapon.

    The rifle is a bad idea, yes. It was added with the intent of replacing the Nexgun (div0)... But this simply won't happen due to the fact that the Nexgun is becoming very balanced, and very nice to use... However, fireball is fine.. It does fit gameplay and it does fit combos in my opinion. Sure it needs more balancing, new effects, new models, and new sounds.. It's still VERY FAR in development, so give it a break until you see the final outcome.

    Many feel that the nex gun is the most dominant weapon in the game. The only things that balance the dominance of the nex are 1) map design (enclosed maps with smaller spaces) 2) limited availability of ammo 3) limited accessibility of the nex. I've never been happy that the nex is such a dominant weapon, but I also feel that the nex is absolutely necessary to help balance against the super fast speed of players in nexuiz (especially in CTF). Once someone gets moving fast enough, the nex becomes the only weapon that is really effective in stopping them. Sometimes, even the nex can't stop a super fast player.

    Meh, I don't think it's dominant. 2.5.2 has the Nexgun at 110 damage, and this is fine for gameplay (It's a bit overpowered in CTF, while a bit underpowered in DM... But it's at a good balance). But for the most part, maps should have less ammo and less spawns for the Nexgun... This would make the Nexgun fantastic for CTF, as the only reason it's overpowered is because the maps freely use it too much.

    1) I think there should be at least another nex-like weapon (I guess that is what the rifle was intended to be)
    2) I think a melee weapon could work well, if it is thought out properly and tested.
    3) I have always liked the hand grenade as a weapon (from quake).

    1) No... Long range hitscan weapons are pretty bad for gameplay, and are usually very overpowered... It would be hard to balance another long range hitscan weapon. (CR already had a lot of balance issues... It reloading was the solution to that)
    2) Ehh.. Maybe. A very short range weapon could work, however, I think it should be off hand and not an actual weapon that you can switch to. Or perhaps have it only available when you have no amm-- Well that last option is impossible, due to the laser... But.. I had the idea of making laser secondary into a melee attack. In my opinion, this is the best way to do it.
    3) Doesn't really fit Nexuiz... Also, we already have a grenade of that sort (In a way) with secondary of the GL... Quake didn't have a secondary, and I imagine if it did-- They would have done it the way we did.
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Mon Sep 21, 2009 5:53 am

  • First of all: "just because the community rejects stuff, it shall be removed". Odd that only very few community members DO reject them. The majority of the players actually likes these weapons.

    Secondly: if you had checked recent svn logs, the rifle will soon be the ONLY weapon capable of one-hit-kills. The Nex will get noticably less damage and faster refire. So the "Nex replacement process" is fully in place. As the rifle is balanced much better (not just because of the reload, but also because of the higher requirement of accuracy), this will be a change for the better.

    However, nobody requires the bullets weapons to look like they do, and to shoot what they do. Feel free to submit a patch to replace the weapons and their effects by something futuristic. Also note that shotgun, machinegun, rifle are VERY traditional "unrealistic first person shooter weapons" (see Quake 2 and Unreal Tournament from 1999) and thus DO fit in a game like Nexuiz. But again, the graphics design of these guns, just like of anything else, is open for discussion. Nobody insists on them shooting "bullets" and looking like military guns. Make them shoot "plasma darts", and make them glowing and colorful. Why not?
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Mon Sep 21, 2009 8:47 am

  • Rocket launcher has remote detonation, which makes it fit the futuristic theme. But that's ignoring the mutilations that RL is being put through for 2.6 -- due to the ridiculously high speed remote detonation as well as laser guidance are totally useless anyway.

    HLAC is great, but way overpowered -- I feel like a cheat every time I use it. If you're aim is half good and you're within a close proximity to someone with 200/200 HP, you can take the guy out in a few seconds.

    Camping rifle is fun but also overpowered. Don't start about the reload making it "balanced". The reload is just an annoyance that takes a bit of time to get accustomed to, afterwards you basically have a high-powered nex and machine gun in one weapon.

    Fireball, on the other hand, simply isn't fun. Its two fire modes seem to have ended up on the same weapon by accident, they have no connection. Plus the secondary is just a slightly modified rocket launcher (before the RL got crippled). I can't believe this is what TAG seeker is being replaced by.
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Mon Sep 21, 2009 9:42 am

  • I don't know, but if Nex will be a shock rifle I don't think I will like this game anymore. There's really no reason to change it. Change the rifle model and make that a shock rifle while allowing head shots with the Nex.
    Oh well, I do believe Nexuiz is taking a turn for the worse, don't know if I will stick around much after that.
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Mon Sep 21, 2009 10:18 am

  • This was a decision by our game designer, LordHavoc (see credits).

    If you feel it is the wrong direction to go, feel free to make a fork. Actually, it's quite likely one will happen after the changes in 2.6. And that would be the ideal way to find out which way is the better. If then base Nexuiz dies and everyone plays the fork, that would be a sure answer :P
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Mon Sep 21, 2009 10:23 am

  • divVerent wrote:This was a decision by our game designer, LordHavoc (see credits).

    If you feel it is the wrong direction to go, feel free to make a fork. Actually, it's quite likely one will happen after the changes in 2.6. And that would be the ideal way to find out which way is the better. If then base Nexuiz dies and everyone plays the fork, that would be a sure answer :P

    Well in case you forgot, we're going to add a mods menu and a "classic Nexuiz" mod.. Well we still need a new name for it :P But, if more people play that mod.. Then we know we made a mistake...

    Although I can tell you, I personally think about 90% of the changes in the new balance suck... All others are fantastic.. (Faster MG, new Nex -- slightly, etc.. Some are good, some are VERY bad... One of the very bad, for example, is the crylink)

    By the way, I might be one of those people who helps fork IF NEEDED.... Which I hope it isn't.
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    Samual
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Mon Sep 21, 2009 11:04 am

Mon Sep 21, 2009 1:56 pm

  • Samual wrote:This simply isn't true... Rifle IS hitscan, just has aspects about it that make it more realistic.


    Are you sure? Because at least in 2.5.1, the Rifle has a "speed" value (20,000 inches per second) like all the other weapons except the Nex gun, which has no shot speed value because it is the only hitscan weapon I thought.

    2) Ehh.. Maybe. A very short range weapon could work, however, I think it should be off hand and not an actual weapon that you can switch to. Or perhaps have it only available when you have no amm-- Well that last option is impossible, due to the laser... But.. I had the idea of making laser secondary into a melee attack. In my opinion, this is the best way to do it.


    And the laser really needs this now. With the new armor system (200 rot free), it just doesn't have enough firepower to act as a backup weapon at all IMO. A powerful melee secondary attack would increase its usefulness as a weapon.

    My offer still stands to model/texture a new laser model with a more obvious "melee feature" if you will code it. Though I think Yoda almighty's Gauntlet model would also be excellent for this purpose.

    Some are good, some are VERY bad... One of the very bad, for example, is the crylink)


    Agree! I want my old crylink back! T'was a fun little weapon. :)
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Mon Sep 21, 2009 2:42 pm

  • The speed value is used just to calculate penetration of the bullet through solid, gravity, or when g_antilag_bullets is off (on by default).

    The bullets by default are instant hit, with a slightly curved movement path (when firing at huge distances).
    1. Open Notepad
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    divVerent
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Mon Sep 21, 2009 3:15 pm

  • With enough polish, Nexuiz 2.6 could be released as 3.0, much like 1.6->2.0.

    Perhaps this is an opportunity to implement sweeping changes:

      -> Weapon combos are the reason for the weakening of both the Nex & RL, but weapon combos could instead be removed.

      -> Hagar secondary could finally be reverted to a usable form.

      -> Shotgun could be permanently stabilized to a useful damage/shot value.


    Flying Steel wrote:... A powerful melee secondary attack would increase its usefulness as a weapon ...


    Any potential function of a melee attack is already fulfilled by the shotgun secondary, with a possible 180 damage at point blank.
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Mon Sep 21, 2009 3:33 pm

  • Flying Steel wrote:
    Samual wrote:...
    Are you sure? Because at least in 2.5.1, the Rifle has a "speed" value (20,000 inches per second) like all the other weapons except the Nex gun, which has no shot speed value because it is the only hitscan weapon I thought.

    Yes, i'm sure. I can see it in the code infact..... "register_weapon(WEP_CAMPINGRIFLE, w_campingrifle, IT_NAILS, 3, 1, 0, WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "campingrifle", "Rifle");" - Perhaps this changed from 2.5.1, though. But I assumed you were talking about SVN (Which you should be, tyvm).


    Some are good, some are VERY bad... One of the very bad, for example, is the crylink)

    Agree! I want my old crylink back! T'was a fun little weapon. :)[/quote]
    Me too :(((((((((((

    TVR wrote:With enough polish, Nexuiz 2.6 could be released as 3.0, much like 1.6->2.0.

    Perhaps this is an opportunity to implement sweeping changes:

      -> Weapon combos are the reason for the weakening of both the Nex & RL, but weapon combos could instead be removed.

      -> Hagar secondary could finally be reverted to a usable form.

      -> Shotgun could be permanently stabilized to a useful damage/shot value.

    Flying Steel wrote:... A powerful melee secondary attack would increase its usefulness as a weapon ...


    Any potential function of a melee attack is already fulfilled by the shotgun secondary, with a possible 180 damage at point blank.

    .... Removing combos is the stupidest thing I have ever heard of.. It's a huge factor of gameplay, and it destroys the fun for good players in Nexuiz. Perhaps people who can't play/don't know how to play/prefer 2 dimensional games can have Nexuiz without combos.. But I prefer to have some FUN with my games. -- I played with the 2.6 balance for a while with a few friends, and we concluded that it's actually a disadvantage to use combos. Basically, this ruins the fun of the game for both of us. I decided I will quit/fork Nexuiz if this happens.

    All the other things you said I agree with... :) -- A new hagar secondary could be the old tag secondary.... Where it "popcorns" rockets into the air and explodes them immediately.
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    Samual
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Mon Sep 21, 2009 3:57 pm

  • Hmm, well that makes the Rifle even better in my eyes, knowing that it is hitscan (now at least).


    TVR wrote:-> Hagar secondary could finally be reverted to a usable form.


    I find it kind of useful for shooting around corners instead of exposing myself to return fire, or when the guy is around the corner using rockets, electros or sparks to keep me from coming around.

    -> Shotgun could be permanently stabilized to a useful damage/shot value.
    [/list]


    Damn straight. It does too little damage and never runs out of ammo. It should be a powerful close in weapon that eats through an ammo pack as fast as the camper rifle (8 shots). It also needs to use ballistic ammo, not have its own ammo type to itself.

    Any potential function of a melee attack is already fulfilled by the shotgun secondary, with a possible 180 damage at point blank.


    The laser never runs out of ammo, so you can't really make a direct comparison there.

    Plus Nexuiz uses an overlapping weapon model, which leaves room for more than one close quarters weapon anyway. In fact, almost every weapon has a twin- Nex and Rifle, Machinegun and Crylink, Grenade Launcher and Electro, Hagar and HLAC, Rocket Launcher and Fireball. And the game works really well this way. It is one of my favorite parts of the weapon balancing.
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Mon Sep 21, 2009 4:59 pm

  • tundramagi wrote:Why not make another new weapon that uses shotgun shells rather than making it use bullets?
    That would be fun, to have another shotgunny thing, and that way it would be a more useful ammo type to put around.


    I agree. The shotgun ammo type is largely unused, this was the case with the machinegun ammo too until the camping rifle came along.
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    Sepelio
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Mon Sep 21, 2009 5:06 pm

  • Sepelio wrote:
    tundramagi wrote:Why not make another new weapon that uses shotgun shells rather than making it use bullets?
    That would be fun, to have another shotgunny thing, and that way it would be a more useful ammo type to put around.


    I agree. The shotgun ammo type is largely unused, this was the case with the machinegun ammo too until the camping rifle came along.


    Because the thing with bullets is they need more weapons using them anyway.

    Explosives = 4 Weapons
    Cell = 4 Weapons
    Bullets = 2 Weapons
    Shells = 1 Weapon

    If you combine the later two then you have:

    Explosives = 4 Weapons
    Cell = 4 Weapons
    Ballistics = 3 Weapons
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Mon Sep 21, 2009 8:06 pm

  • tundramagi wrote:AI, the scumbag, deleted my reply.

    My reply was that it would be better to make an additional weapon that uses shotgun shells than to merge two unrelated ammo types (scatter shot vs singular rifle type bullets.)

    Douchebag AI deleted this and everything else I said. I hate AI.

    AI: I hate you.


    There isn't really a problem in combining two similar weapons into one ammo type for two reasons:

    1) The explosives ammo type already does this to an extreme degree. Rockets, grenades, hagar rounds and fireballs all have different caliburs and operating mechanics, but they all use the same kind of ammunition. So good or bad, this isn't anything new.

    2) AI, your apparently hated nemesis, made models for ammunition that depict a number of different kinds of obviously very varied ammunition types for explosive and ballistic ammo deposits. This more or less solves this issue of more than one weapon using the same ammunition deposit.
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Mon Sep 21, 2009 11:16 pm

  • divVerent wrote:Odd that only very few community members DO reject them. The majority of the players actually likes these weapons.


    See, this just is not true. This has always been one of the major problems in nexuiz ...communication. There is no true feedback channel from players in Nexuiz to the development team. I'm talking about regulars (who hang out in IRC and such) as well as people who regularly play on the pub servers (who don't visit IRC or the alientrap forum). You (div) are known to not be a very nice person to converse with (you would admit this, I'm pretty sure), and that has made the regulars unlikely to bother to give feedback anymore. They just gave up a long time ago on giving feedback. Most of the regular public players don't know what IRC is and have never been to the AT forums.

    So you're missing out on feedback from a large amount of players and you're not getting true feedback. As I run the batcaves, HOCTF and HODM servers, I hear a lot of complaints. Many of the players on the public servers mistakenly blame me for changes in Nexuiz (as if I am a developer)...such as, "Doku, why did you add that stupid fire weapon?" or "Doku, why did you put those ghost weapons on the server? They are confusing the hell out of me!" So I have to explain to them how the development decisions seem to work in Nexuiz (in a backroom, closed-door fashion).

    While it's often true that people tend to resist change as a rule (human nature), I don't think that is the case here, not when so many people are giving common complaints. I mean I have not heard from one person (outside of this thread) that does NOT think that the HLAC is overpowered. I think that is a pretty universal opinion, or at least a very popular one. Same as when the crylink was overpowered in many 2.4.2SVN revisions. When we brought up the complaint back then, we got the same response ... "oh, only a few people are really complaining".

    Very recently, antilag was "fixed" and that caused the shotgun to be very powerful. That is the most recent complaint within the past week or so.

    A game like Nexuiz really needs to evolve over time, absolutely. Change can be a really good thing, but only if it is well thought out. All of the weapon changes over the past year seem to be a bit random and just not very focused on improving the fundamentals of Nexuiz gameplay, or in focusing the style on something more futuristic.

    I know I'm not alone here.
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Mon Sep 21, 2009 11:54 pm

  • Samual wrote:... Removing combos is the stupidest thing I have ever heard of.. It's a huge factor of gameplay ...


    Either that, or severely nerfed RL, Nex, GL, MG, & Shotgun.

    These popular combo weapons will continue to decay into complete uselessness, but 3.0 is an opportunity to reverse it.

    Samual wrote:... A new hagar secondary could be the old tag secondary.... Where it "popcorns" rockets into the air and explodes them immediately ...


    The TAG seeker secondary comes from the "firecracker" secondary fire I designed for the Hagar.

    The basic concept was to provide an function that could safely clear out tunnels using the bounce of the Hagar to adjust to the confines, all while absorbing the most common spammed projectiles (RL, GL, Electro secondary), as well as supplementing the long-range primary fire with the most powerful close-range attack.

    Flying Steel wrote:... I find it kind of useful for shooting around corners ...


    The only issue with the current Hagar secondary is it requires absolutely perpendicular surfaces; it is the only weapon that is affected by wall details.

    Flying Steel wrote:... It also needs to use ballistic ammo, not have its own ammo type to itself ...


    Which would result in a lost in intuitiveness, unsimplified fractions of ammo consumption, such as 10/120 bullets per rifle shot, are confounding.

    Flying Steel wrote:... The explosives ammo type already does this to an extreme degree ...


    Each rocket amounts to ~35 damage per unit, consistent across the three existing weapons.
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