Nex adjusted for ladder

For the 1on1 Ladder on PlanetNexuiz

Moderators: Nexuiz Moderators, Moderators, Ladder Moderators

DO you think Nex dmaga should be lowered to less than 150 on the ladder servers?

yes
12
44%
no
15
56%
 
Total votes : 27

Sat Apr 08, 2006 12:25 pm

  • I suggest that the ladder server config requires the nex damage to be lowered to 145 or less. It would be more fair imo, if no weapon could kill a newly spawned person with one hit in these matches.

    145 is a good value, cause it will only affect fragging of fresh spawns. As soon as the health start to rot, it still as powerful as before. The times it might have som effect on the gameplay, is when the opponent is stacked enough to witstand two or three hits, and thast not too often :)

    I'm working on getting acceptance for this in the game in general, but I think we could start doing it here.
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    tChr
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Sat Apr 08, 2006 2:02 pm

  • I do agree to have a lowered nexgun damage or handling (for the ladder only). I would say to first get the rules set (how shall the new nexgun damage/handling be like) and then let the people vote whether we should introduce that or not and then let it run for a certain time, we will see how people react then after really playing with different settings.

    I'd like to make the nexgun do a damage that is not only a little weaker (145 is almost like 150, but avoids the spawnkill) but a bit more, something around 120.

    However, this would mean that stacked players (with a lot of armor and health) are even harder to kill if the nexgun is "even weaker", so I am asking the coders whether it is possible to have ONLY THE NEXGUN to do it's damage to 70% of HP and 30% of armor (instead of the standard 40% health and 60% armor scheme). this would make the nexgun a fair weapon against spawnkills because the spawned player has 30 HP left which can save him even if the enemy tries to hunt him and doesn't precisely hit, and also be strong against the "not so much liked feature of nexuiz", pumped up players running around with 300/300 HP/armor because a nexgun hit will do 120*0,7 = 84 dmg to health (old weapon would do 150*0.4 = 60 dmg to health)
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    GreEn`mArine
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Sun Apr 09, 2006 10:22 am

  • LOL :lol: :lol: :lol:

    Sounds like too many newbies playing and bitching about losing matchs in my view .

    I had a game today (09/April/2006) and a person joined my local server with 400 ping , amazing thou it didnt feel that lagy , but i couldnt shoot him well with rockets due to the ping . He was good player but I still won with about double points (it was DOM Mode) then like so many nexuiz games, after they lose , they flea without saying a single word

    I've tired letting them win a little, they still flea after one or two levels so ive stoped letting them get free kills and go easy on them ..

    Death awaits them all in nexuiz :roll:
    Charliebrownau
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Sun Apr 09, 2006 12:50 pm

  • Well, this sounds really annoying to me. The nexgun indeed has a very big damage, but like no other weapon You have to do the aiming very good to succeed. Either You hit the enemy or You won't do any damage at all.

    I wouldn't bother the damage of a mortar weapon ie, just because others are better at using it than me. Some players have so good mortar skillz, if they hit me once with it, I don't have any chance, neither to get away nor to rebattle. So why bother my weapon??

    You want me to get off the ladder?
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    Urmel
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Sun Apr 09, 2006 12:53 pm

  • Sounds like too many newbies playing and bitching about losing matchs in my view .


    yep, theres plenty of that around, and some "oldies" ;) let the players ramp up to make the best of the tools given not ramp the game down so all can cope. #

    however, i think this is about removing the "roll of the dice" kill, ie semi lucky, when a player respawns and gets whacked instantly. dead. Nex power exceeds start Health and Armour.
    This shot isnt totally down to skill as its on the respawn.

    lowering the Nex to just below Armor/Health max would enable the victim to also make a reflex shot back and get moving.

    This should ensure ladder matches reflect better the general skill level, and where players are evenly balanced, help prevent a game win biased by the luck of the respawn.

    im voitng yes to the adjustment.
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Sun Apr 09, 2006 12:55 pm

  • Charliebrownau wrote:LOL :lol: :lol: :lol:

    Sounds like too many newbies playing and bitching about losing matchs in my view .

    I had a game today (09/April/2006) and a person joined my local server with 400 ping , amazing thou it didnt feel that lagy , but i couldnt shoot him well with rockets due to the ping . He was good player but I still won with about double points (it was DOM Mode) then like so many nexuiz games, after they lose , they flea without saying a single word

    I've tired letting them win a little, they still flea after one or two levels so ive stoped letting them get free kills and go easy on them ..

    Death awaits them all in nexuiz :roll:


    I had more than a hour long a ping above 200 and only 11-17 fps average... but I still owned :shock:
    - Started playing nexuiz at the 6th of april 2006 under the name HJvK -
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Sun Apr 09, 2006 5:45 pm

  • I voted no......yeah, suprized? :twisted:

    I don't think this is the right way of preventing spawn kills. In my opinion, this would only make the strong players stronger and the stackers unbeatable.
    As I said before, making the spawned player invurnable for 1 or 1.5 seconds would solve the "spawn kill" issue without throwing off the balance of the game.

    Just my $0.02
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    PHREAK
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Mon Apr 10, 2006 1:48 am

  • the nex is far too powerful as it is. IMO it should be changed overall, but this is particulary noticeable in ladder games as they are 1on1. I shoudl not be the one to complai, cause i make mor frags this way than I'm fragged myself, but IMO its unbalanced this way.
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    tChr
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Tue Apr 18, 2006 9:12 am

  • Resurecting an almost dead thread.. :)
    I think its not just the Nexgun that needs adjustments for 1on1. Currently Nexuiz 1on1 is MUCH more item based then other games and i think Phreak is right when he says a lowered Nexgun damage might make this even worse. So this poll is much too narrow.. I think most other balance variables needs to be adjusted too.
    Last edited by esteel on Thu Aug 31, 2006 7:53 pm, edited 1 time in total.
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Wed Apr 19, 2006 2:50 pm

  • Reduce the nex to around 95 - 105 damage..

    ..Change the armours to give 25/50/100 or 50/100/200 points of protection.

    and then place the armours as you feel are suitable on the maps.


    Dunno if its just me, but the armours seem 'small'....you should be able to jump into them...not over them when strafe jumping...
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Mon Apr 24, 2006 10:45 am

  • @ k0jak: As several people pointed out if you lower the nex damage its also harder to take down stacked people with it. I think we need to play around with the rot/regen values so that people do not get so highly stacked and then we can adjust the nexgun too.

    The current armors fit nicely into the health system. I'm not sure if different armor types would work so well especialy as you can pickup as many as you want. In most other games you can't pickup the 'weaker' armor once you have the stronger ones so that your opponent might get some too. This would change the whole thing in nexuiz.

    Hmm you could jump over items in quake3 too and as in nexuiz there is currently only a marginal difference between jumping and running so i think its not that big a problem.
    Last edited by esteel on Thu Aug 31, 2006 7:58 pm, edited 1 time in total.
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Tue Apr 25, 2006 12:15 am

  • I already posted that there should be some kind of armour system esteel.

    25/50/100

    or 50/100/200


    you can pick up the other lower armours, but they will not add onto the max able to pick up, say 150? if you use the 25/50/100

    or 200, if you use the other armour system i put.

    At the moment it sucks a bit.
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Fri Jun 02, 2006 1:31 pm

  • The cool thing about the nex is, that you can play agressive even if don't have much health and amor. So you really can overrun a full equipped opponent with a few lucky shots.
    And that's why i also think health and armor items are not that important as for example in q3!


    And thats cool ^^ - more speed - more kills - agressive gameplay
    kill-o
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Fri Jun 02, 2006 1:49 pm

  • kill-o wrote:The cool thing about the nex is, that you can play agressive even if don't have much health and amor. So you really can overrun a full equipped opponent with a few lucky shots.

    Have you ever played luna, kojak or morf?
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Fri Jun 02, 2006 4:45 pm

  • tChr wrote:Have you ever played luna, kojak or morf?


    Let me answer for Kill-o: Yes, yesterday evening. And he was surpriizd how often he was spawn fragged by morfar. Like I saw in the chat yesterday after the game. Still he says "cool". Respect Kill-o ! Youre the way one has to be! 8) Stronger than death :evil:

    tChr, may I call You to raison! crybaby!

    You are my very dear NSB brother, don't behave like oi pussy girl player! :twisted:
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Sat Jun 03, 2006 12:27 am

  • Urmel aus dem Eis wrote:
    tChr wrote:Have you ever played luna, kojak or morf?


    Let me answer for Kill-o: Yes, yesterday evening. And he was surpriizd how often he was spawn fragged by morfar. Like I saw in the chat yesterday after the game. Still he says "cool". Respect Kill-o ! Youre the way one has to be! 8) Stronger than death :evil:

    tChr, may I call You to raison! crybaby!

    You are my very dear NSB brother, don't behave like oi pussy girl player! :twisted:


    GHye.. read the rest of the thread.. I'm all for lowering the nex damage :)

    However I do have an idea about that.. and I'll code it as soon as I have time to learn QC :)
    the spice extend life!
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    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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Sat Jun 03, 2006 10:13 pm

  • Ok, i see the problem with spawn fragging, it's annoying and has not much to do with skill.
    The solution I would like to see is: more health at the beginning, that rolls down very fast.
    kill-o
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Sat Jun 03, 2006 10:40 pm

  • kill-o wrote:Ok, i see the problem with spawn fragging, it's annoying and has not much to do with skill.
    The solution I would like to see is: more health at the beginning, that rolls down very fast.

    or start with 10 armor. that would be enough iirc
    the spice extend life!
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    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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Sat Jun 03, 2006 11:07 pm

  • Even though I'm aware that tChr's proposal is more simple to manage, I'd prefer kill-o's one. Still I think none of the both would solve the spawn kill issue.

    Only the very routined fighters (which tChr mentioned) funnily use this method. And they wont have any problems to hit You twice before You can leave the spawn point.

    Still I say alright, they deserve those frags as well.

    For the weaker ones a chance will get lost to do a lucky frag by accident.

    Maybe the 1on1 monsters should behave just more sportsman like instead of tough minded hunting for ELO points - some do already, I appreciate that.

    After all Nexuiz and the ladder is basically made for having fun.
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    Urmel
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Sat Jun 03, 2006 11:27 pm

  • There are lots of spawnponts where you can take one hit and hide.
    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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Sun Jun 04, 2006 9:32 am

  • tChr wrote:There are lots of spawnponts where you can take one hit and hide.


    When You are hit it takes at least half a second for Y0u to regain control of Your own movement.

    Only way to solve the spawn kill issue (no matter which weapon is used) would be to improve the "spawning point random". If I may call it like that. If You ask morfar about statistical probability You spawn at the same point You were spawn fragged a second before, he's gonna tell You "at least 50%".

    Now, what are we talking about :?:
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    Urmel
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Sun Jun 04, 2006 9:54 am

  • Urmel aus dem Eis wrote:If I may call it like that. If You ask morfar about statistical probability You spawn at the same point You were spawn fragged a second before, he's gonna tell You "at least 50%".

    Now, what are we talking about :?:


    Actually, you spawn to 50% at the farthest point from the other players and to 50% a random spawnpoint...

    but, we all know Murphy's Law...
    1. Open Notepad
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    divVerent
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Sun Jun 04, 2006 1:18 pm

  • divVerent wrote:
    Urmel aus dem Eis wrote:If I may call it like that. If You ask morfar about statistical probability You spawn at the same point You were spawn fragged a second before, he's gonna tell You "at least 50%".

    Now, what are we talking about :?:


    Actually, you spawn to 50% at the farthest point from the other players and to 50% a random spawnpoint...

    but, we all know Murphy's Law...

    Wel.. I know murphys law, but my guess is that you are reffering to Finnagles law, wich is "all that can do, does"

    Murphus law is, actually:
    "is there is more thatn one way to do things, and only one way is correct, it will be donw the wrong way." (or pretty close)

    Murphy was a test- pilot who in a series of experiments should tes the effect on G forces on the human body, and some technician connected _all_ the sensors on murphys body upside down :)

    Fonnagle laster boiled it down to what today is know as murphys law.
    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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Thu Jun 08, 2006 9:10 pm

  • tChr wrote:
    divVerent wrote:
    Urmel aus dem Eis wrote:If I may call it like that. If You ask morfar about statistical probability You spawn at the same point You were spawn fragged a second before, he's gonna tell You "at least 50%".

    Now, what are we talking about :?:


    Actually, you spawn to 50% at the farthest point from the other players and to 50% a random spawnpoint...

    but, we all know Murphy's Law...

    Wel.. I know murphys law, but my guess is that you are reffering to Finnagles law, wich is "all that can do, does"

    Murphus law is, actually:
    "is there is more thatn one way to do things, and only one way is correct, it will be donw the wrong way." (or pretty close)

    Murphy was a test- pilot who in a series of experiments should tes the effect on G forces on the human body, and some technician connected _all_ the sensors on murphys body upside down :)

    Fonnagle laster boiled it down to what today is know as murphys law.


    actually: if there is a wrong way to do something, someone will come along and do it this way

    which in my opinion sounds even more cynical (which is good ;) )
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    dweep
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Sat Jun 10, 2006 12:34 am

  • on extra2, i try to 'force' the spawn.



    between above the mortar, and along the hagar floor, if you time it correctly, you can rack up 2-6 kills with the nex, without hardly having to move, in the space of about 12 second.
    :]

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