Also Red Dragon and now Bundy also have found out how to beat the rocket flying fix.
Balance that.
...
At least it is very hard to do and inaccurate, but they're doing it.
How long did that take, a week?
Moderators: Nexuiz Moderators, Moderators


Rad Ished wrote:Then Z opened a can of .. well I'm not sure what really, sorry I should take this more seriously but, eh?
Rad Ished wrote:tldr
Xeno The Blind wrote:Above all, boosting adds to the speed of the game and that's what makes Nexuiz exciting imo. I hate playing on maps that turn into railbitch attrition maps (as facing often does, depending on the players).
Xeno The Blind wrote:Boosting might encourage one man captures, but that's just one side of it.


Rad Ished wrote:Actually i didn't you are wrong about this [-z-]
Sorry but I don't care or have any strong opinions about all the stuff you mentioned, so how could i be biased. I just find the development of techniques and tactics in nexuiz interesting to watch. It dosen't mean i want to argue about it.
Go on admit it, this is all cos i called you Zed a few times isn't it
Rad Ished wrote:At least it is very hard to do and inaccurate, but they're doing it.
How long did that take, a week?

TVR wrote:Map design, and by extension gameplay, serves to quickly assert maps as flawed.
TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout, coupled with the ineffectiveness of weapons on fast, flying targets, promotes an environment where it is viable strategy.
TVR wrote:Greatwall_reloaded is afflicted with easy entrance, easy escape [both due to the proximity of the jump pad to the base, and the effective immunity granted by curving the jump pad velocity to return to the base] for fast flag runs, while a mass or conventional attack is easy to repulse [due to the quick spawns negating the advantage of defeating a defending player, delayed wave spawns solve this problem, however it benefits high velocity flag runs equally];
TVR wrote:Hydronex suffers from a less-apparent derivative of the flaw.
TVR wrote:On Controlfactor and other expansive maps, the expanse in terms of nooks and escape routes simply increases the difficulty of pursuit.
TVR wrote:CB_CTF1, space_fun-nex2, evilspaceCTF, eyecancer_CTF, pushmeCTF, provide a mechanism capable of transporting only one at a time, discouraging basic team support in the form of following, and decreasing the effectiveness of multiple pursuers, as the pursued gains a head start while multiple pursuers wait to use whatever the mechanism.
TVR wrote:mIKEctf2 and hal_palindrome simply penalize the pursuer with a technical that allows the pursued to pummel with the pursuer with greater impunity.
TVR wrote:It is a sufficient explanation as to why conventional CTF maps do not function as intended in Nexuiz, it has resulted in the creation of the only compatible Nexuiz CTF map, mojoCTF, which properly emphasizes prevention of capture by lack of flag at base as a valid defence.
TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout.
[-z-] wrote:TVR wrote:Map design, and by extension gameplay, serves to quickly assert maps as flawed.
Or your strategies are flawed.
[-z-] wrote:TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
Okay, well ignoring the fact that you don't like chasing flag carriers and apparently think they should just die magically when they take your flag... there are plenty of people that CAN catch up with flag carriers and have affective methods to disable them.
Gaining equal velocity isn't the challenge you make it out to be. If you're on defense, you should have 100 health / 100 armor and a rocket launcher, the proper gear to get your going their speed. Once in pursuit, Utilize weapons that can slow them down, such as a rocket that you blow up in front of them or secondary fire on the mortar and electro. The nex is always a good option as it usually won't take more than 2 shots after they've boosted. If you have trouble aiming at high speed, maybe you should lower your sensitivity.
[-z-] wrote:TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout, coupled with the ineffectiveness of weapons on fast, flying targets, promotes an environment where it is viable strategy.
The electro is conveniently located a few feet from the flag. Secondary the crap out of the flag, no one will be taking it. If they do managing to get into the air, it's a sniper's dream.
[-z-] wrote:TVR wrote:Greatwall_reloaded is afflicted with easy entrance, easy escape [both due to the proximity of the jump pad to the base, and the effective immunity granted by curving the jump pad velocity to return to the base] for fast flag runs, while a mass or conventional attack is easy to repulse [due to the quick spawns negating the advantage of defeating a defending player, delayed wave spawns solve this problem, however it benefits high velocity flag runs equally];
I fail to see your point. You were arguing about rocket boosting and now you're complaining about jumppad placement? Do you want the whole game slowed down?
[-z-] wrote:TVR wrote:Hydronex suffers from a less-apparent derivative of the flaw.
This might have something to do with the nex placement
[-z-] wrote:TVR wrote:On Controlfactor and other expansive maps, the expanse in terms of nooks and escape routes simply increases the difficulty of pursuit.
Defense and team communication.
[-z-] wrote:TVR wrote:CB_CTF1, space_fun-nex2, evilspaceCTF, eyecancer_CTF, pushmeCTF, provide a mechanism capable of transporting only one at a time, discouraging basic team support in the form of following, and decreasing the effectiveness of multiple pursuers, as the pursued gains a head start while multiple pursuers wait to use whatever the mechanism.
If only we had weapons we could use as tools to shoot ourselves to different areas of the map so we wouldn't have to rely on the mechanisms.
[-z-] wrote:TVR wrote:mIKEctf2 and hal_palindrome simply penalize the pursuer with a technical that allows the pursued to pummel with the pursuer with greater impunity.
Big words don't make you correct. This argument is weak.
[-z-] wrote:TVR wrote:It is a sufficient explanation as to why conventional CTF maps do not function as intended in Nexuiz, it has resulted in the creation of the only compatible Nexuiz CTF map, mojoCTF, which properly emphasizes prevention of capture by lack of flag at base as a valid defence.
In conclusion, you find one of the most open maps to be the best balanced. I can rocket boost this and score in 4 seconds but apparently you fail to see the connection between this map and a map like mental space.[/b]
Xeno The Blind wrote:TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout.
wtf?![]()
Xeno The Blind wrote: Although I admittedly hated the respawn wave when it was introduced, having defenders instantly respawn right next to you does ruin many possibly strategic elements. I'm not sure if spawnpoint selection is random or not, but perhaps it would be possible to have weighted frequencies that favor respawning at a point other than where you were killed. As much fun as it may be to come back from the dead right next to the guy who killed you and frag him with full health before he's had a chance to regen, it's highly annoying to be on the other end of it.

Rad Ished wrote:Team balancing will never work, Bundy can only be on one team
Also Red Dragon and now Bundy also have found out how to beat the rocket flying fix.
Balance that.
...
At least it is very hard to do and inaccurate, but they're doing it.
How long did that take, a week?

Blµb wrote:And about the railbitching on facing worlds...
Some simple strafejumping gets rid of allt he hitsYou just have to be fast enough, and not just move in a straight line...
TVR wrote:Logically, rocket-flying to cross the divide between flags on Mental Space requires pickups
TVR wrote:Logically, rocket-flying to cross the divide between flags on Mental Space requires pickups, while the divide on mojoCTF is crossable with the laser, a spawn weapon.
TVR wrote:Logically, rocket-flying to cross the divide between flags on Mental Space requires pickups
[-z-] wrote:As my video shows, not only did it take me no time to add it to my inventory ...
TVR wrote:Logically, rocket-flying to cross the divide between flags on Mental Space requires pickups, while the divide on mojoCTF is crossable with the laser, a spawn weapon.
Alien wrote:In conclusion, both maps are bad for ctf.
[-z-] wrote:... Weapons respawn every 15 seconds, I can kill a player walking around with a rocket launcher ... I can even use a mortar or 2 lasers to get across the map. ...
Alien wrote: It's not possible to cross gap in mental space with only a laser.