Discussing weapons

Discuss Nexuiz gameplay here.

Moderators: Nexuiz Moderators, Moderators

Thu Mar 30, 2006 8:38 pm

  • This is from a weapons discussion on IRC. The points of view is clearly colored by the different skill with the different weapons :)

    <[NSB]tChr> the laser gives 30 damage iirc..
    <[NSB]tChr> thats more than the MG..
    <phreak__> it's not even a real weapon
    <[NSB]tChr> and i _hate_ the sound of it.. I've made my own
    <Luna> I've made 20 frag killingsprees with it on publics?
    <Luna> I had a period when I gave a shit about playing fair on publics, so I only used the laser on all the maps.
    <phreak__> \u guys wanna tell me that the mortar is any les annoying
    <phreak__> mortar is the worst weapon in the game
    <phreak__> it's too fast, too strong, too everything
    <phreak__> way too easy to kill with it
    <phreak__> i enjoy a good fight
    <phreak__> not a quick death
    <Luna> I'd say the mortar is on the same level as the shotgun, and the mg.
    <phreak__> wtf
    <[NSB]tChr> the moretar is the most annoying thing of all, especially on small maps where you get pushed against the wall and stop :/
    <Luna> The RL is a bit below them, mostly because it has limited range and the rockets can be detonated easily.
    <Luna> Yeah, the push is a bit ridiculous.
    <phreak__> not sure how u categorize the weapons luna
    <phreak__> doesnt make sence to me
    <phreak__> SG, MG, crylink are same category
    <phreak__> the come mortar and RL
    <[NSB]tChr> no way.. the MG is very powerful at times.. far more than the SG
    <phreak__> bullshit
    <[NSB]tChr> the MG is my secondary weapon after the nex in many cases
    <[NSB]tChr> the damage pr sec is very high on the MG
    <phreak__> 3 shots of the SG is a lot more quick hurting the a minute of MG
    <phreak__> well i guess
    <[NSB]tChr> not if I'm more than 4 steps away.. :)
    <Luna> Nex > Mortar >= MG >= Shotgun > RL > Electro >= Hagar > Crylink > Laser.
    <Luna> That's how I categorise them.
    <phreak__> i mostly agree with luna
    <Luna> Although the RL can be better than the MG and the Shotgun in some situations.
    <phreak__> although SG belongs between hager and cry
    <phreak__> MG right behind it
    <phreak__> RL can be better???
    <Luna> I suggest that you fix your aiming.
    <phreak__> have u ever seen someone dominate with MG or SG???
    <[NSB]tChr> my order would be (with my skill in using them) nex - RL - MG - mortar - electro - crylink - hagar - laser - SG
    <Luna> Shotgun can kill a newly spawned player in one attack.
    <[NSB]tChr> only at point-blank range
    <phreak__> but can u dominate a map with it?
    <Luna> Mg deals 32 damage for the first bullet and 16 damage for the following bullets, so it takes about 10 hits to kill a newly spawned player.
    <Luna> Yes I can.
    <Luna> In the general case a shotgun blast deals about 100 damage if all 3 rounds hit.
    <phreak__> i wanna see someone dominate me with the SG
    <[NSB]tChr> 10 pellets each shot, 10 dmg pr pellet iirc
    <phreak__> i'd really be excited to see this
    <[NSB]tChr> phreak.. lets play 09 or something with a MG. you use SG, I use MG and we'll see :)
    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.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Fri Mar 31, 2006 5:39 pm

  • Laser: Too powerful and cheap on space maps; should be disabled as a default weapon on them

    Shotgun: Secondary only good at close range; moderately lousy weapon

    MG: Slightly better than shotgun; deadly in the hands of a skilled player, kind of annoying for me

    Electro: Difficult to do combo or to strike with primary fire; in many cases not worth the reload time

    Hagar: Good weapon, difficult to aim perfectly

    Mortar: Very good weapon, in many cases at least as good as the rocket launcher; wayyy too powerful in the hands of a skilled shooter

    Nex: I don't think there's much that needs to be said about this one

    RL: Good weapon as it is

    Crylink: Utter piece of crap that should be abolished if not erased from our memories and the history of the universe. I feel like my lag increases for this weapon alone, and it's less powerful than the shotgun unless at point blank range. It seems to lose all of its potency when fired at a distance. Also, the secret room in nexdmextra1 is a fun place, but why put a crylink of all things there? Why make it a worthless coward's sanctuary instead of actually putting something useful in there like a rocket launcher or a mega health?:
    User avatar
    Workaphobia
    Advanced member
     
    Posts: 59
    Joined: Tue Feb 28, 2006 11:08 pm
    Location: Troy, NY

Fri Mar 31, 2006 7:17 pm

  • CRYLINK: It's a shame that the best looking weapon is lamest. This IMHO weapon needs a complete rethink.
    More like a Nailgun? Flamethrower (or plasmathrower)?
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Fri Mar 31, 2006 8:31 pm

  • SHOUTING: LIGHTNING GUN !!!!!! 8)
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
    Forum addon
     
    Posts: 1509
    Joined: Tue Feb 28, 2006 9:33 pm
    Location: Germany

Fri Mar 31, 2006 9:09 pm

  • Yes, I agree, a lighting gun would be significantly cooler than.. well actually ANYTHING would be significantly cooler than the crylink as it is now.
    User avatar
    Workaphobia
    Advanced member
     
    Posts: 59
    Joined: Tue Feb 28, 2006 11:08 pm
    Location: Troy, NY

Fri Mar 31, 2006 9:29 pm

  • The 1.5 crylinks i far better than the 1.2 one, the ROF is increased a lot and I think the spread is lowered. Actually it quite deadly. Far better than the Shotgun, at least from med distance.

    I've heard that Its gonna look way cool in 1.5.1
    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.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Sun Apr 02, 2006 9:14 pm

  • I've never had any use for the cryo. Ever. It feels too weak for how hard it is to hit with compared to other weapons. If it functioned more like the UT flak cannon, it could be a serious weapon indeed, but currently I prefer the shotgun. :/

    I do really well with the mortar and electro, but their alt-fires are rarely useful to me. I like the rocket launcher a lot, but at close range only unless I'm using laser-guided. ;D

    I like the nex, but it's quite hard to hit with and all too often my opponent is too healthy and armored to simply take out with a lucky shot. Lag usually takes care of the rest.

    I've always hated the shotgun, both on the giving and receiving end. It's a decent weapon, but it's just not fun to use. When I play with friends I usually set the machinegun as the starting weapon instead.

    I like the Hagar but often do better with a mortar. The hagar is nice in that it's rapid-fire and heavy-hitting, making it easy to rack up the damage unless the enemy is really evasive (in which case a large explosion is more helpful).

    I think a lightning gun would be a very good replacement -- or alt fire -- for the cryo. I think that as an alternate/secondary fire, it would really complement the primary and give it the versitility it needs to compete.

    edit: I should admin I haven't played 1.5 yet, so I should probably try it to see for myself first.
    Wazat
    Member
     
    Posts: 18
    Joined: Sun Mar 26, 2006 6:38 am

Mon Apr 03, 2006 9:33 am

  • Same old discussion we've had before, so same old answer...

    I'd hate to see all weapons changed to have the same use/impact in the end. If that's the case, why not remove all weapons but one?!
    Some weapons are ment to be powerfull and others are ment to be utterly crappy, at least that's how I see it.
    If you think the shotgun is the most crappy weapon ever and you've got no other weapons left, well then I guess it's time to get the hell out of there and run for another weapon/ammo.
    The reason you have crappy weapons (like the crylink in most situations) is to give you some sort of defense while running away to get a good weapon, not to get into the combat of your life. The point being : play with some tactics instead of wanting to charge anybody with any weapon.

    A very skillfull player can totaly dominate a map with any kind of weapon, but is that a good reason to change the weapons, just for the few that are that good? If the damage was lowered for most of the weapons and it would take 10 shots to kill someone off, I guess it would be fun for the very advanced players. But does one think a "normal" player can even get 1 frag?

    Just my 2 eurocents.
    Toets
    Member
     
    Posts: 34
    Joined: Wed Mar 01, 2006 10:14 am
    Location: Belgium

Mon Apr 03, 2006 2:34 pm

  • We're not saying all weapons should be made equal; there should be some incentive to get a rocket launcher instead of sticking with your shotgun. But the crylink is a downright awful weapon and is not even that fun to use.
    User avatar
    Workaphobia
    Advanced member
     
    Posts: 59
    Joined: Tue Feb 28, 2006 11:08 pm
    Location: Troy, NY

Mon Apr 03, 2006 2:41 pm

  • Wouldn't it be fun to have the Crylink as a numbing/freezing weapon so the victim moves slowlier and slowlier the more You hitt him?

    /me thinks to have played a gaem ys ago where such a weapon existed..
    uncomfortable
    random
    mean
    embarrassing
    limited
    User avatar
    Urmel
    Forum addon
     
    Posts: 1744
    Joined: Fri Mar 03, 2006 10:06 am
    Location: Offline

Mon Apr 03, 2006 4:20 pm

  • Urmel aus dem Eis wrote:Wouldn't it be fun to have the Crylink as a numbing/freezing weapon so the victim moves slowlier and slowlier the more You hitt him?

    /me thinks to have played a gaem ys ago where such a weapon existed..

    Duke3D had the freezethower... But I dont agree with you. I dont think weapons should affect movement in a game as fast-paced as this.

    About the crylink though. In its placement in the weapons loop and in some of the maps suggest that this was ment to be a real powerful weapon.
    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.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Mon Apr 03, 2006 11:12 pm

  • tChr wrote:
    Urmel aus dem Eis wrote:About the crylink though. In its placement in the weapons loop and in some of the maps suggest that this was ment to be a real powerful weapon.


    Yes, I think the Crylink should be made a BIT (20% to 40% perhaps) more powerful for longer distances. Especially the primary fire seems quite useless to me, the secondary one is not THAT bad.

    Here some stats, especially at the bottom: http://mensa.ath.cx/~polzer/temp/logtest.html - however, I still think the Crylink is overrated and the Mortar underrated here. Probably it needs some more playing until the values actually make sense - and maybe not with the bots.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Mon Apr 03, 2006 11:41 pm

  • crylink can be a rather effective slugther machine when on strength. specialy the secondray.

    the 1.5 changes does makes the crylink way more usefull BUT its still just a plasma version of teh shotgun with a flat barrel for secondary. rather boring.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Tue Apr 04, 2006 12:14 am

  • full ack tchr's OP and Toets.

    Rock, paper, scissors, dynamite is far more fun than rock, rock, rock, rock surely.

    weapon usefulnes/annoyance value, as the other hot topic - gameplay & domination, is map related, skill related and of course tactical too.

    How about a bit of praise for each weapon and an insight into why u like it? instead of whinging about ones u cant use well, or are pissed with cos u always seem to get killed by it, or in general dont favour using.

    my favourite : Lazer
    Why give bad press to the lazer as Cheap on space maps?
    its just as annoying on others. and as any weapon, infuriating in the hands of an opponent that makes best use of it.

    I've been called from a "cheat" to a "fscking grasshopper" for using it. Some have even left space maps if i use it as a main kill weapon, whereas they are quite happy to engage me with rockets (versus my lazer) on others.

    Its great for getting up places where others have to use jump-pads, if there even are any. In most maps its great for getting along between weapons and shaking off "chasers" by bouncing away or wall climbing.

    Its great to distance yourself if your too close, and great to close range if your too far away.

    On space maps its the ideal foil to those who camp the Nex waiting for ppl to use a jump pad, as u can get up to the platforms by lazerjumping. It needs as much skill aiming, if not more, than the Nex as its not instantaneous.

    Its mainly overlooked by new players who see the "winning weapon" as the RL. Many newcomers even have to ask which weapon im using to jump with.

    Finally, compare responses to an infuriating kill / getaway / game / player:
    "nice move" "ns" "gg" "well played" against "fscking cheat0r" "bg" "this map sux" "unfair tactics"
    work out who's likely to shout which one and why.

    gl & hf
    kern
    Advanced member
     
    Posts: 79
    Joined: Wed Mar 01, 2006 9:52 pm
    Location: UK

Tue Apr 04, 2006 12:49 am

  • About the crylink though. In its placement in the weapons loop and in some of the maps suggest that this was ment to be a real powerful weapon.

    Yes, it was meant to be. However, because of the way it functions, you have to be close and accurate to get any kind of benefit from it. And it's not trace-hit like the shotgun, so you have to lead your aim ever-so-slightly despite any lag from the imperfect connection (although its speed has gotten really high lately, so that's not so much an issue now). As said earlier, it's basically a non-tracehit version of the shotgun with a different alt-fire and perhaps more damage potential.

    I'm surprised they shrank the spread. I might want to widen its spread slightly, slow the bullet speed, make it fire only 4 bullets, give the bullets a notable damage radius, and up the damage-per-bullet considerably. That would definitely modify how it's used.

    I really recommend everyone hop in the menu, change a bunch of crylink values, and play together to try them out. Share the configs you think do the crylink justice.


    Here are a couple suggestions to give ideas:
    Kinda weak:
    set "g_balance_crylink_damage" "25"
    set "g_balance_crylink_edgedamage" "18"
    set "g_balance_crylink_force" "55"
    set "g_balance_crylink_radius" "75"
    set "g_balance_crylink_speed" "3500"
    set "g_balance_crylink_spread" "0.100000"
    set "g_balance_crylink_refire" "0.700000"
    set "g_balance_crylink_shots" "4"
    Stronger:
    set "g_balance_crylink_damage" "35"
    set "g_balance_crylink_edgedamage" "25"
    set "g_balance_crylink_force" "55"
    set "g_balance_crylink_radius" "125"
    set "g_balance_crylink_speed" "4000"
    set "g_balance_crylink_spread" "0.120000"
    set "g_balance_crylink_refire" "0.600000"
    set "g_balance_crylink_shots" "4"

    I really like the second config, though I'd want to play with a human player first to see how it feels on the recieving end. Bots don't really use the weapon properly. ;)


    Lag issues prevent us from making the bullets bounce like a flak cannon, and nex players move too fast for such a weapon to be truely effective anyway. So, we end up with a gun that rarely deals its potential in damage as a high spread, and rarely hits as low spread. If you up the damage per bullet, it becomes insane at point-blank.
    I feel sorry for the dev team trying to fine-tune this baby. It has so much potential and you can tell they've put a lot of work into the weapon, but it's just not living up the name they wanted for it.

    Oh, and kern, I don't mean to totally rip on the crylink. It's a cool weapon, but it's really difficult to use and I really prefer others. Nexuiz is a living game that will continually change as time passes. I see the Crylink as one of those weapons that will definitely change. It's beautiful, but I think it needs a little more love before it can reach its potential.

    An alt-fire machinegun (firing the bullets rapid-fire instead of as a cluster) or lightning gun would be cool, IMO.
    Wazat
    Member
     
    Posts: 18
    Joined: Sun Mar 26, 2006 6:38 am

Tue Apr 04, 2006 12:52 am

  • tZork wrote:crylink can be a rather effective slugther machine when on strength. specialy the secondray.



    Of course, the laser and the shotgun also happen to be effective slaughter machines when on strength. :wink:

    Although some weapons are better than others, at least all of them seem to have a use or purpose. The crylink doesn't really seem to fit. It's usually a scarce weapon, often simply missing or tucked away in basements under trap doors, and often, it seems like you would be better off just sticking with the plain old shotgun instead.

    Perhaps something closer to a nailgun would be interesting. I always thought it would be cool if it were like a nailgun that fired 3 round blasts.

    Or maybe something with ricocheting projeciles?
    1.2.1 Forever
    User avatar
    kozak6
    Alien trapper
     
    Posts: 418
    Joined: Wed Mar 01, 2006 9:22 pm
    Location: AZ

Tue Apr 04, 2006 2:27 am

  • kozak6 wrote:Of course, the laser and the shotgun also happen to be effective slaughter machines when on strength. :wink:

    Although some weapons are better than others, at least all of them seem to have a use or purpose. The crylink doesn't really seem to fit. It's usually a scarce weapon, often simply missing or tucked away in basements under trap doors, and often, it seems like you would be better off just sticking with the plain old shotgun instead.

    Perhaps something closer to a nailgun would be interesting. I always thought it would be cool if it were like a nailgun that fired 3 round blasts.

    Or maybe something with ricocheting projeciles?


    Me too. I really want to make a machinegun with bullets that deal moderate damage in a large blast radius and bounce once off of whatever surface they hit. I've made the rapid-fire 3 bullet version, but would need to modify code to do bouncing (not in the mood atm).

    However, I *can* show you the 3-bullet rapid fire. It's surprisingly nice!

    set "g_balance_crylink_damage" "25"
    set "g_balance_crylink_edgedamage" "20"
    set "g_balance_crylink_force" "50"
    set "g_balance_crylink_radius" "65"
    set "g_balance_crylink_speed" "3500"
    set "g_balance_crylink_spread" "0.100000"
    set "g_balance_crylink_refire" "0.250000"
    set "g_balance_crylink_shots" "3"

    Try fiddling with the spread and damage till you like it. I'd like to see that with a different alt-fire in Nexuiz someday. :D
    Wazat
    Member
     
    Posts: 18
    Joined: Sun Mar 26, 2006 6:38 am

Tue Apr 04, 2006 7:33 am

  • DiVerent:
    That logging thing looks awfully like something I've got in my head. Is this being serioulsy worked on? If so it way cool.

    Kern:

    I hate to have to repeat this again but the reason for the laser being annoying on space maps is that it ruins game play. The simple reason for this is that it reduces the way the maps can be played to just using laser.

    Of cource the nex will rule the laser any time, but you SPAWN WITH THE LASER, and the space mapss are rather small. You dont have any time to get anyting else when 7 shitheads run around kicking eah other of with the laser at all times Most of the time you cant even start moving before starting to get thrown around. That way there is no way or time to get anopther weapon, and the map play is rediced to this being the only possible way to play QED. On space maps its easier to kill with the laser than with many other weapons, and you should not spawn with the most powerful weapon. Its not as annoying on other maps because you have to hit people more than one time with it, wich buy the time you'll be dead, forcing you to fight for real.

    Your argumants would make sense if the laser was a pick-up.

    On 1on1 mages the laser isnt that annpying bacuase its quite possible to counter it. At least much easier than when lots of people are using it.
    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.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Tue Apr 04, 2006 9:36 am

  • The laser is just soooooo cool on spacemaps! But I guess that's a personal preference :lol:

    Anyway, there is only one spacemap where you can realy take advantage of the laser. The other one is most definately dominated by the Nex on the top platform. So are we whining about one map here? There are other maps that instantly turn into RL arena kind of fights. Should we ban those maps too?
    And the laser is very easy to dodge on that space map, because it takes some skill for one to hit you with it. If you can dodge the laser, you can own them with any kind of weapon on there!
    But like I said, it's a personal preference wether you like laser fights on space maps or not. Personally I think it's cool that some maps give the possibility for another kind of gameplay. This keeps the game variated.

    Concerning the crylink... Overall I too think it's kind of weak. Therefor I only use it as a last defense weapon to support me when running away. Or I use it for the ammo. But there is one map where the crylink just rules all other weapons. I can't think of the name right now, but it's a map with a central (small) area with a mortar in the corner. Most of the time, that place is crowded and you can easily hit most of the players in there simultaniously from one of the "entrances" to the central area.

    So that's why I believe every weapon has its usefullness on certain maps. And I don't mind finetuning a weapon but that involves the risk that weapons become equal in usefullness and power.
    Toets
    Member
     
    Posts: 34
    Joined: Wed Mar 01, 2006 10:14 am
    Location: Belgium

Tue Apr 04, 2006 2:49 pm

  • Toets wrote:Anyway, there is only one spacemap where you can realy take advantage of the laser. The other one is most definately dominated by the Nex on the top platform. So are we whining about one map here? There are other maps that instantly turn into RL arena kind of fights. Should we ban those maps too?

    Again. you spawn with the laser. Make the laser a pickup on these maps and the matter would be completely different.

    I would suggest that you start with the MG on evil space and put a laser for pickup wthere the MG is. That would make it cool :)

    Toets wrote:And the laser is very easy to dodge on that space map, because it takes some skill for one to hit you with it. If you can dodge the laser, you can own them with any kind of weapon on there!

    No. The laser is shit easy to use for this on evil space. No_skill_whoatsoever_is_needed.

    Toets wrote:But like I said, it's a personal preference wether you like laser fights on space maps or not.

    This I agree with. and this only proves my point. If you _dont_ like laser-figthing you afre fukd, cause its the only way to play when 7 other people are using the laser on these maps, you have no chance in hell to get to anopther weapon before you are pished off, and awiching to laser while you wait only accelerate the use of the laser from the other players.

    Toets wrote:Concerning the crylink... Overall I too think it's kind of weak. Therefor I only use it as a last defense weapon to support me when running away. Or I use it for the ammo. But there is one map where the crylink just rules all other weapons. I can't think of the name right now, but it's a map with a central (small) area with a mortar in the corner. Most of the time, that place is crowded and you can easily hit most of the players in there simultaniously from one of the "entrances" to the central area.

    That sounds like nexdm01, and you are right.. for crowded games this is correct, but for games with few players the mortar totally rules this map.
    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.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Tue Apr 04, 2006 3:45 pm

  • No. The laser is shit easy to use for this on evil space. No_skill_whoatsoever_is_needed.


    its not all one way.

    no skill ...... except that old cheese "tactics" again.
    and maybe
    - aim: try pishing off a good mover.
    - control of your own vertical space: ie jumping ? try not pishing yourself off
    - selection of range for best effect: try pishing off at v.close range
    - getting between platforms without needing to take a predictable route: ie a jump pad ? try jumping between platforms when theres the slightest hint of lag on your connection.

    if its made a pickup, then the argument is invalid as if you are saying the lazer gives unfair advantage, then this is given to the player that acquires it, whereas atm it belongs to all players equally to make the best use of.

    Perhaps the problem lies in that the ammo is unlimited, not that its the default weapon. try limit the ammo as this puts it on a par with all the other weapons. unlimited ammo would make any weapon on any map overly useful.

    its the same the world over, if someone finds a way of exploiting a method that leaves competitiors eating dust, then (usually) lets penalise the successful, or change the rules, not try and play the same game ourselves, or develop a different strategy to combat the advantage.

    whats the world coming to ?

    :twisted:

    ---------------------------------
    Dont fight bill gates, support Linus torvalds :)
    kern
    Advanced member
     
    Posts: 79
    Joined: Wed Mar 01, 2006 9:52 pm
    Location: UK

Tue Apr 04, 2006 11:43 pm

  • What if the laser had a battery. Each shot drains some energy, which recharges over time. It would limit the gun to be what I see its original purpose: being a gun you use to fight when you run out of ammo.
    mehere101
    Advanced member
     
    Posts: 65
    Joined: Wed Mar 22, 2006 3:32 am

Wed Apr 05, 2006 12:28 am

  • Custom modes:
    It's entirely possible to create an activatable module (like laser-guided rockets, vampire mode, etc) that could activate at the start of certain maps. So, if the devs were to make a special space-map laser that used ammo or required different tactics, they could modify the mapcfg files of spacemaps so they would activate that mod on start and deactivate the mod (if it wasn't already active) when the round ends. Thus, you could have a different kind of laser for space maps.

    New Laser Weapon:
    I think a good laser ammo system would be a recharging one, especially if you could super-charge it with the secondary fire button. You start out with 100 points (ammo) which recharge at 20 per second when not firing. When you fire, it takes 10 points. The ammo/points determines the power of the weapon: 0 points is 20% power, 50 points is 60%, 100 is 100%. This also affects the blast strength. This means you need to fight conservatively to get the most damage and pushing power, but if you need to finish off an enemy you can empty your clip doing so.
    In addition to this, you can hold alt-fire to charge up a more powerful shock. It deals up to 200% damage with a larger and heavier blast, but nearly exhausts your clip (meaning it'll take almost 5 seconds to get back up to full capacity), and you have to hold the button and charge it for a second or more just to get up to that power. However, you can get some good toss power from the blast, and it's good to fire at crowds.
    Given another weapon, you may be strongly inclined to swap and rely on the laser only when needed.

    Customize The Maps!
    I should also point out that *anyone* can edit the .mapcfg files and fiddle with the weapon values. The devs could do this, you could do this, servers can (and should) do this. You can change the gravity, weapon power, and just about any other game features for any map running on your server, whether you're just playing on a lan, against bots, or you're hosting for the world. You can have versions of the map that focus on the laser, and versions that defer from it. Versions that start the player with a machinegun or rocket launcher, others that start only with the laser. Look through the menu options and think about how you could change a map with those alone.

    Please do look into how to modify mapcfg files. You can make the other weapons have much higher impact force, wilt the laser or super-power it, modify weapon damage, change the gravity, set up game modes, set up game modifiers (example: this map always has grappling hook and vampire mode), etc. In fact, you can have several different variations of the *same* map that show up as different entries in the map selector in the menu.

    I specifically designed it to be able to do that. People should be able to create wacky variations of maps, or provide custom-tailored weapon balances. Please consider using that functionality. Please. It would make my day to see the feature being used. :D
    Wazat
    Member
     
    Posts: 18
    Joined: Sun Mar 26, 2006 6:38 am

Sun Apr 09, 2006 11:00 am

  • I think that if anything is done with the laser, it should still be useful for trickjumping. I use the laser all the time for jumping around and if that was removed it would be a shame.

    Right now the Crylink is only useful at point-blank range, and I would like to see it fine-tuned so it is more like a double-barreled shotgun: Lethal at point-blank range, powerful at close range, not useful at long range.
    KillerKitty
    Member
     
    Posts: 22
    Joined: Fri Mar 10, 2006 2:51 am
    Location: UAC Base - Mars

Fri Apr 21, 2006 2:32 am

  • I think I'd better add my ideas to the fire...

    Laser: Excessively strong. Should be damage 25, force 150, speed 5000, and do double selfdamage, so that you can actually feel that it hurt. Think UT99 impact hammer. Should also do double knockback to self, so that it will only throw you around, not everyone else. Secondary for the laser should be the grappling hook, which should either have a claw health of 60, and/or transfer half the damage it receives back to the owner.

    SG: Primary needs less spread, to become genuinely useful. Secondary has a good conccept, but its usefulness needs to be situational, not general. Starting ammo might need to be recuded if it intended to be kept as a spawn weapon, and laser remains to be strong.

    MG: Well balanced. Both primary and secondary have uses - the primary for general spray, and the secondary for mid-range sniping. The extra damage first bullet for the primary is a nice touch, as it rewards accurate spraying. Ammo is way to abundant, though. 120 bullets on pickup is nearly 2000 damage that can potentially be done. No other weapon comes close to that.

    Mortar: Fairly good. Primary feels a little easy to use, maybe dropping speed to 1800 would be better. Secondary speed would then have to be reduced to 1300 to preserve the balance. Secondary refire is currently a little too fast. Should either be closer to primary refire (0.65), or the grenades should bounce off other players (like in dpmod). The second option makes it a lot harder to use, the first just makes it fairer at close range.

    Electro: Currently a very unbalanced weapon. Primary is 4 ammo, when it deserves to only be 3. LordHavoc says 2, but that sounds too unbalancing. Secondary fire is good, but the balls should last for more than 2 seconds to make the combo easier to do. The combo is nice for the down player, if he can pull it of, because it can severly weaken the up player, by doing upto 330 damage. However, it's far too hard to do hit anyone with it, so it needs a larger radius. 200 if you want to keep the edge damage, or anywhere upto 300 if you reduce edgedamage to 0.

    Nex: LordHavoc is right about one thing, though. This weapon is an insult to the concept. Its damage has been reduced from 800 (pre-1.0) to 150 in the current version. This now makes the weapon useless to the down player, where it used to do a reasonable job as an equalizer weapon. To make this weapon stronger, while keeping it balanced, there needs to be a stronger disadvantage to offset the increased damage. Increasing the reload time wouldn't help, as there's no real disadvantage to not being able to shoot a second time if the first shot was enough (and it often will be). Increasing the ammo used would mean that you have less shots to play with, which would ultimately make it not used as much, and offsetting that by giving more ammo when you pick it up would just make it be a large ammo pack for the other 2 energy weapons.

    Therefore you have to make the weapon harder to use. The easiest way to do this, in terms of implementation configuration and documentation, is to add a pre-fire time to the weapon. To explain simply: You pull the trigger, it waits 500ms and then fires. It then makes you wait another second before you can pull the trigger again. This will make the weapon less apparently useful, so it would need to be the secondary fire mode of the gun, with a weaker, instant-firing primary function. This would be something like 2 ammo, for around 60 damage, refiring every 0.6, and not going through multiple players.

    RL: A fairly balanced weapon. It maybe is a little slow, but it becomes too similar to other weapons (and therefore better) if it becomes much faster.

    Crylink and Hagar: I'll take these weapons together, because they both have the same problem, but more on that later. The Hagar has very little wrong with it. It's hard to use, but it's very powerful if used well. The crylink is less interesting, beacuse in its current form, it's too similar to the shotgun.

    However, the biggest problem with these 2 weapons is that there is very little apparent difference between the 2 firing modes of each weapon. And I can't really think of 2 firing modes that aren't copying what's been done already. Sadly, I'm not sure what to do about these...

    LA
    User avatar
    Lardarse
    Member
     
    Posts: 13
    Joined: Tue Feb 28, 2006 9:55 pm
    Location: Bristol, UK

Fri Apr 21, 2006 6:22 pm

  • I don't know if I like the idea of a grappling hook for the laser secondary. The grappling hook is fun, I will admit that, but it changes gameplay severely. I think I like it better as a server option.

    I agree on having a tighter choke for shotgun primary.

    500 ms would make the Nex primary completely useless. That's half a second. 200 would be a bit closer, or perhaps 150 if lag is kept in mind. Of course, this would further cripple any lagging players.

    For the Crylink, perhaps some sort of nail-bomb launching dealy might work. Or perhaps something somewhere between a nailgun and the shotgun. Others have suggested something like the current version except with bouncing nails.

    The Hagar is interesting. It's difficult to make a good suggestion for. Perhaps bouncing and arcing projectiles for the secondary might work.
    1.2.1 Forever
    User avatar
    kozak6
    Alien trapper
     
    Posts: 418
    Joined: Wed Mar 01, 2006 9:22 pm
    Location: AZ

Fri Apr 21, 2006 7:13 pm

  • Well, a bit about nex and hager.

    Hager is the most fun weapon in game regardless of the fact that it's hard to kill with. I pesonaly would not touch it at all. It just seems very balanced. One "minor" problem with it is ammo consumption. It simply uses too many for what it does.

    As far as nex, I really like the old one a lot better then the new. It was inaccurate and required skill. One shot kill but hard to use is the key I believe.
    Another thing is that it looked mystical and alien rather then futuristic-industrial, like the new one. The new nex requires little or no skill since all one has to do is aim.....no thinking required.

    And while I'm at it, the crylink. I was never a good, balanced weapon. Then it got worse!
    I've heard arguments for the crylink; it's good this way, that way, in that situation. Maybe, but it simply does not flow with the rest.
    Rather then tweaking the hell out of it to make it better, why don't we come up with a new type of weapon AND a new model ans start from scratch.
    While many weapons in nex need a bit tweaking to have their full balanced potential, crylink is simply an outsider weapon where tweaking won't help much.
    Just my opinion.
    User avatar
    PHREAK
    Alien
     
    Posts: 153
    Joined: Mon Mar 06, 2006 6:54 pm
    Location: USA

Fri Apr 21, 2006 8:57 pm

  • rofl, once you start messing around with such things and make the Nexgun have a simulated lag, make the laser useless etc. you will experience a big drop of the playerbase. I'm glad that this discussion won't really "do" something anyway

    there are sentences I really must laugh about, such as "As far as nex, I really like the old one a lot better then the new. It was inaccurate and required skill." ... hahaha, inaccuracy was a bug, and not a feature

    I won't share my opinions about the weapons here, however I wouldn't even have to say much as I like most of the weapons the way they are. Whining around and proposing odd things is ridiculous ...imo
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
    Forum addon
     
    Posts: 1509
    Joined: Tue Feb 28, 2006 9:33 pm
    Location: Germany

Fri Apr 21, 2006 10:25 pm

  • Well the hagar, you have to constantly swing your aim dead fast to hit players who sidestep, and i only just noticed this, it's a bit annoying really, since you basically spray and pray left and right, and hope to keep them in the middle of these shots, since it takes too long imo for the shots to come out and land, bit annoying :)
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Sun Apr 23, 2006 11:45 pm

  • GreEn`mArine wrote:I won't share my opinions about the weapons here, however I wouldn't even have to say much as I like most of the weapons the way they are. Whining around and proposing odd things is ridiculous ...imo


    Hrm... Maybe it's best that you do not choose to post your opinions here. People might ridicule you just as easily as you have done to them. :?

    And please do recognize that this discussion could very well affect future versions of the game. The devs are not so aloof as to never visit their own forums and look at the discussions there... If they agree with someone here, try out their suggestions, and discover that they actually work out really well in the game... Well, you're going to be very irate, I'm guessing. The unthinkable solution would, of course, be to participate in the discussion in a respectful tone and get your genuine opinions out there. The way you decided to handle things has instead shown that you are rude, insulting, cowardly, and have little of value to say.

    The best ideas aren't always the first ones tried. Sometimes you have to play with things a while before you get them right. And people discussing such possibilities in a forum are hardly deserving of such... ignorant, brutish supression.

    Anyway, on with the discussion.

    One thing I like about Nexuiz is its configurability. Friends can start up a server with completely different settings to better fit their tastes. It's still hard to do a lot of things though because you need a QC coder who's familiar with the game's code before you can break outside of the box (make crylink bounce, radically change a weapon, etc). It would be nice to add even more power to the config (like the ability to give any weapon bounciness, or move one weapon's alt fire to another, or change the ammo requirements) so that people could try more things and fiddle with different weapon ideas without having any coding experience. Unfortunately much of that would take considerable code changes, and I'd feel sorry for the devs trying to implement some of the more complex items (though letting any projectile be bouncy isn't all that hard).

    On the crylink: I think a slower fire rate, wider spread and bouncing bullets on the crylink would do it some good. Some day I ought to hop back in the code and make it bounce 1-2 times so I can play with it a bit. A recognizably different alt-fire would also be in order.

    I've spoken to people who really like the hagar's alt-fire because the gravity-pulling arc allows them to hit players much more easily (by pulling the bullets to the floor), where simply aiming down is more challenging at long range. I wouldn't mind a more functionally different alt-fire, but first I'd like a chance to hear from a few folks who really like the hagar's alt-fire as-is.

    Personally, I like the hagar, but I have trouble killing non-bot players with it, and I haven't really gotten good with the alt-fire. Unlike the Arbitor in Jeht/Conquest (Quake mods I've made), the bullets seem really slow and they don't feel like they're hitting with much force at all.

    Lardarse: If I remember right you've played Jeht a bit. Do you remember the Arbitor? I think I like its feel more than the Hagar's...

    Does the nex have locational damage? I imagine a body shot could do the normal amount of damage, but a head shot could award the user with 500 or so damage... That way only a player with some armor and 200 hp would survive a precise aim.


    What Lardarse says about the Nex is interesting. Giving the down player ways to handle a dominating opponent is really important sometimes, or the game gets old really fast for both players (unless the one that's winning is a lamer who gets thrills from that kind of thing). All too often I'll play with friends and just ream because they can't compete with me, but then I play online with people who know how to harvest the map, and I can't take them down no matter how many times I hit them. With the nex. In the balls, even. :D
    Ways to balance out the game a little and reel dominating players in a bit to give them a challenge and let everyone else participate might be interesting to explore, and the concept has spawned a few ideas in my mind. Preferrably most of these would be server-activated mods that would be optional if not all players liked 'em.

    In rune match or some other game mode, it would be interesting to give players a poison rune that poisons other players, causing their health to drop rapidly and completely disabling armor. This would affect players with lots of health much more than those who are just starting out or sitting at around 100 hp.

    Even better, the grenades I made for NexTF would be fun -- if each player could pick up Poison and Disruptor hand-grenades, they could really wreak havoc against a harvesting player with tons of health/armor. For those of you who don't know, Poison grenades rapidly deal out 200 damage over 3 seconds but won't kill the player by themselves, because they cap at 10-25 health; armor disruption grenades completely wipe out armor, setting it to 0.
    If put in normal Nexuiz, unless we make them off-hand with more key bindings you would have to actually take the time to select and use them, and they might not explode on impact (bouncing and exploding on a timer instead), so they're hardly all-powerful.
    If the poison grenade wiped out all health above 35 or 70 health (instead of just doing 200 damage), it and the disruption grenade could be really good to toss into dm maps or to give to players if a mod is enabled. Dominating players wouldn't be irreparably crippled, but it would definitely take a chunk out of their defenses. And a fast-moving player might be hard to hit with the blast, so there is skill involved.

    A game mode where your kill count gives you a handicap would even things out... but that might suck a lot. I'd rather not pursue that one too heavily unless people were interested in having it as an activatable mode.

    However, a game mode that reduced your max health by 1 for every 1 second you are alive (so that your health starts degenerating faster and faster) might be interesting. It could probably stop at 15-25 hp with no armor limit. It's not so much to balance the players as to increase the recycle rate of bodies. No one player lives very long unless he's really good. When a player dies he has to go grab weapons again and restart on ammo, hp, armor, etc.

    Another similar idea would be to remove all armor items from the game, and start everyone out with 50-70 armor. The armor blocks its amount as a percent in damage -- if you have 30 armor, it blocks 30% damage. You lose 1 armor per 2 seconds when you first spawn though, and the longer you're alive, the faster your armor drops. Then up the player damage modifier by 50-200% to make things interesting. This would contribute to the recycle rate of players, making a long-living player more vulnerable to death and starting over.

    The Empathy curse in Rune-match also adds an interesting twist for a dominating player. In fact, all the curses do. The player carrying all the stuff is afflicted with some pretty nasty debilitations, and he's the only target left on the map. ;D This is meant to encourage frequent recycling in rune-match so that a player has difficulty just grabbing everything and becoming unstoppable, and the respawning of all but 2 runes on death makes sure that other players get a chance at glory. I haven't heard the verdict on how effective it is though.


    Hmmm... anyway, these are but ruminations for the moment. I hope that one of the devs takes interest but shows some restraint in what he implements. Much of these are just ideas for the sake of discussion and refinement. ;D
    I don't know if I'll ever have the energy and free time to start development again, but that's a possibility.

    I welcome (non-flaming/screaming :wink: ) feedback.
    Wazat
    Member
     
    Posts: 18
    Joined: Sun Mar 26, 2006 6:38 am

Next


Return to Nexuiz - Gameplay




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest