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Flying Steel wrote:But uh, what's wrong with 2.5's physics?
tZork wrote:Flying Steel wrote:But uh, what's wrong with 2.5's physics?
Its old, gotta change things up every release to keep 'em guessingSeriously tough, i second this question.

Flying Steel wrote:It's not that we wanted faster physics, its that we didn't want the havoc weapon balance that was going to make killing someone take forever (and be terribly boring in every other way too).
Your physics aren't bad and they'd probably be really fun on open maps, but they aren't really better than 2.5's, so IMO 2.5 physics should be default for 2.6, which could then focus on being a significant weapon balance change.
If there was character class code working, I'd recommend simply spreading these different physics presents over different characters. So I'm not against different physics, just if you have one default preset, then it seems like 2.5 is the best fit yet for such a place.
They can with a mapinfo file.. But, regardless, that should not happen for balance (It's fine for physics) --- Balance always changes and over time the map would become obsolete due to outdated balance. (For example, if the game code changes a lot)Lee_Stricklin wrote:If possible, I always thought physics and weapon balance should be map specific, but I don't know much about the inner workings of Nexuiz or Dark Places and I can't code for squat. Ideally that would be the best way to do it though.Flying Steel wrote:

Samual wrote:Well, I nerfed the shotgun in my balance even more recently... The spread is ridiculous (You can't hit anyone more than 10 feet away with more than 1 bullet) and the damage is reduced DRAMATICALLY... Also: No force on the bullets... Basically, the shotgun is weaker than the laser right now in my balance to a certain extent... (Except at very close range, that's the only place where this weapon is useful, think of it as a GET OUT OF MY SPAWNING AREA YOU SPAWN RAPING BASTARD weapon)
//Shotgun: bullets stay the same (6 bullets per shot).
//Max. primary damage per shot was 72, now 36 (if all bullets hit)
//Reduction to 50% of Nexuiz 2.5.2's damage values ... we want the starting weapon to be weak!
set g_balance_shotgun_primary_damage 6 // 12 in 2.5.2
set g_balance_shotgun_secondary_damage 6 // 12 in 2.5.2
//Machine gun:
// _first_damage is done by individually shot bullets (in primary fire mode) or when holding alt fire button
// _sustained_damage applies when holding primary fire button
//Reduction to 80% of Nexuiz 2.5.2's damage values
set g_balance_uzi_first_damage 28 // 35 in 2.5.2
set g_balance_uzi_sustained_damage 16 // 20 in 2.5.2FruitieX wrote:Now, I also agree with the shotgun being a pickup. Laser is a bit too weak to have as your only starting weapon though,
which is why we could just nerf the damned uzi once for all and have that as a starting weapon.
Flying Steel wrote:Just slightly increase its projectile speed, damage or give it a melee attack. Problem solved!
I would make it like Halo or Sauer, but they both CHEAT with the projectiles for the shotgun... Cheating sucks. Anyway I disagree with making it a pickup as it is not too strong nor too weak to be a spawn weapon. Also: MG as spawn weapon? SERIOUSLY FRUITIEX, GET OUT OF YOUR QUAKE-NEXUIZ MIXTURE...Flying Steel wrote:I'd prefer the longer refire on SG primary as well. Gives it more distance from MG and Crylink. Something like the shotgun from sauerbraten or halo.
I don't really think spawn raping is an issue.. For one, it's CERTAINLY not an issue in team matches unless the enemy team is raiding your spawn.. In which case, you have the upper hand as you get to spawn right back there with your health again. In 1v1s, this only a minor problem really. Those who know how to spawn rape also know how to avoid being spawn raped (Get the fuck out of there quickly), it's a matter of your opponents skill versus your skill. If you're worse, you should be losing imo.FruitieX wrote:Samual wrote:...
Problem is, if it's weak and has a "fast refire rate" it means a spawnraper can just sit there with his nex, then fire a mortar at you, death within half a second - one second *looks at kojn >:)*. You might get a chance to fire two primary shots at the enemy, which won't help much (especially now that you "nerfed" them even further). What should be considered is a SLOW refire, HIGH spread, HIGH bullet count and as a result of that obviously a lower damage per bullet. Take a look at the Nexrun shotty for instance, you can do about 120 damage if you fire a really good shot from within close range, and still use it over long ranges but at a MUCH lower damage, still easy to hit though. Total maximum damage should of course not exceed what you spawn with, else this idea can backfire
The current DPS of the primary of the uzi is ~91 and secondary is ~72. (AND THAT'S IF YOU HIT EVERY SHOT, WHICH IS HARD considering it fires 13 shots per second) along with 0 force, it's not exactly a strong weapon. It even has 0.05 spread on primary and 0.015 on secondary.Now, I also agree with the shotgun being a pickup. Laser is a bit too weak to have as your only starting weapon though, which is why we could just nerf the damned uzi once for all and have that as a starting weapon. What's the current DPS of the uzi at really, 300? Feels so after playing a couple of rounds against the frag machines.





Samual wrote:I would make it like Halo or Sauer, but they both CHEAT with the projectiles for the shotgun... Cheating sucks.
Anyway I disagree with making it a pickup as it is not too strong nor too weak to be a spawn weapon.
halogene wrote:I most strongly object to the idea to make the primary laser some weird beam of light. This would be ridiculous. Haven't you seen Star Wars? Laser can be shots that travel like projectiles or they can be sticks in a tube. But NOT a weird beam of light.
Besides that, I personally love the laser the way it is, it has been my all-times favorite weapon. Ever since I learned about laser jumping, which is quite some time ago. Also I love to juggle people around with it, especially on space maps.
I've said several times already that my server at matrix.mcintec.net is up with the balance.. However, there is a bug in SVN which makes some clients disconnect randomly for some reason... For now it seems only about half the people who connect can actually CONNECT, and it doesn't seem to depend on release version or the client at all really. I couldn't reproduce the bug locally either, and since the server doesn't get the crash report we're pretty much fucked until someone can help us out.halogene wrote:By the way, is there a test server up somewhere that runs your latest config? To me it would be a lot easier to understand the impact of your rebalancing if I could play some matches against human opponents. All the numbers are a great thing to compare, but I have learned that some weapons may have incredible dps values but still feel underpowered against other weapons that are, for instance, easier to handle.
Yes, it is pretty far from old Nexuiz I suppose... Still deciding whether this is a good idea or a bad idea. Well actually, it's far from recent old NexuizC.Brutail wrote:Simple: I just don't really like all the changes in SVN. Though Samual showed me why he thinks these settings are cool, and I have to admit there's fantasy in it, it's just too far from classic Nexuiz. The electro might deserve the change too, the secondary fire is not so spammy, iirc it was something like this around 1.x too. I might revert the RL too, because it doesn't do enough damage imho.
Well, the reason I lowered damage and radius IS because it's faster. The refire change was to prevent spam of a fast and strong weapon. (It also looked a little weird) Perhaps it is a bit nerfed, still have to tweak it more.. Some people complain about the radius being so low that their accuracy with it is much lower than normal, but this is just because they're not used to using guided rockets. (Which are basically a must with this weapon now) On the idea of guided rockets btw, I agree they're gay)) in 2.5.2 balance.. But it's a whole different idea with my balance, so don't kick it before you actually try it. It's kinda like changing your sensitivity from a high value to a low value, it takes time to get used to and even if you're bad at it at first you could end up better in the end.lda17h wrote:RL refire rate is slower than before right? This would be fine if the splash damage would at least stay the same imho. The speed has gone up, too.. So this might make for an interesting change in tactics.. Right now it feels a bit overnerfed..
Their shotguns and the way they work are entirely different for the most part, and Nexuiz has had this refire time on the shotgun for a very long time and it has worked effectively in the past. I chose this refire because it feels best with the gun in my opinion (It's also the most balanced, giving a very interesting advantage AND disadvantage to using both secondary and primary), maybe if we had different sounds that would be a different story.Flying Steel wrote:But what does that have to do with refire rates?Samual wrote:I would make it like Halo or Sauer, but they both CHEAT with the projectiles for the shotgun... Cheating sucks.
Let me start off by saying complaining that something might be broken by someone in the future is the dumbest thing you could possibly do. EVERYTHING CAN BE BROKEN BY SOMEONE IN THE FUTURE, this is why when you make changes you test them FIRST before committing and even releasing. I was using my own balance on my server and my clan server was using 2.5.1 balance, so I never noticed before the release of 2.5.2. Also, it doesn't need to be very powerful at all just because it has ammo consumption... You spawn with more than enough ammo to last you a while unless you're only using the shotgun, which is not the best of ideas as one of the main things you want to do when you spawn is find a few weapons and stack up. The idea is for the shotgun to allow you to do that without being entirely raped by someone with map control, even if it's inferior to other weapons it's still very useful. It's close BTW because IT'S A SHOTGUN... Again it's only meant to get you out of tight situations so you can get a real weapon. (Other players use it as a quick finisher too, many weapons are good for this but since the shotgun is almost always available it's a very good weapon for doing so) "And the next time the arsenal needs to be rebalanced for whatever reason, the starting shotgun will have to be worked around again." FYI, this happens with almost every version... Actually, it DOES happen with every version with few exceptions. But not just to the shotgun, most weapons get minor tweaks some times when e.g. a weapon is added or removed.. It's called development. I doubt there will be more 2.5.2 shotguns BTW if the community tries builds before release.. There was good testing before, but we released a bit hastily with 2.5.2 and no one was running a 2.5.2 beta server with 2.5.2 balance.Flying Steel wrote:Samual wrote:Anyway I disagree with making it a pickup as it is not too strong nor too weak to be a spawn weapon.
But it will be again the next time some other weapon is tweaked, or the code behind the shotgun is tweaked (like the recent hitscan > projectile > hitscan shift). And it will always throw things out of control when that happens because it is a starting weapon. And because it is a starting weapon with ammo consumption, that therefore needs to be reasonably powerful to be fair. Also it's a fucking close range weapon, why is the main starting weapon only good in close? This contributes to ranged weapons like the Nex always ending up so imbalanced. Focusing the starting firepower on something versatile like the laser would help level things out on this issue of spawn camping. Plus the starting shotgun is squatting on the close-ranged-powerhouse slot. Most games have a REAL shotgun, a powerful close-in pickup weapon. Preferably one that looks, feels, sounds and plays like some variant of a real shotgun (with some exaggerated spread). Your balance might end up doing a good job of working around these shotgun problems, but it'll still play like a work around. And the next time the arsenal needs to be rebalanced for whatever reason, the starting shotgun will have to be worked around again. There will be more 2.4 and 2.5.2 shotguns again and again and again. Just eliminate this problem for good so our children won't be posting in threads like these some day.
Worst idea i've ever heard :X Seriously. :XFruitieX wrote:Idea for the laser: Actually make it a *real* laser, as in shoot a red beam similar to a lightningun (of course weaker than that). Secondary mode could still allow for trickjumps if we really have to have that...
Well, mine is fairly similar to it. -- But what when you say a bit low compared to what you would have liked, this is due to broken antilag.Lee_Stricklin wrote:In my opinion a shotgun close to what was in 2.4.2 would work well. The damage rate was a bit lower than what I would have liked, but I think with a slight increase to that it would be balanced for the current version. *Thinks about many times where he has popped somebody up into the air and finished them with a shotty*

halogene wrote:I most strongly object to the idea to make the primary laser some weird beam of light. This would be ridiculous. Haven't you seen Star Wars? Laser can be shots that travel like projectiles or they can be sticks in a tube. But NOT a weird beam of light.
Besides that, I personally love the laser the way it is, it has been my all-times favorite weapon. Ever since I learned about laser jumping, which is quite some time ago. Also I love to juggle people around with it, especially on space maps.