05-08-2010, 01:20 PM
(05-08-2010, 12:18 AM)GT_Gene Wrote: What I'm saying is that The nex is too easy to get a ton of kills with. If you add a charge up time there will be less easy kills with the nex. Fast fingers with the camping rifle will still get you the kills. I'm just saying make the nex a little more challenging to use and add an incentive to use the camping rifle. Charging the nex would have a release trigger, which is a different motion than the one currently used. It would just take longer to get the bigger damage. Maybe 50 is too low for you, but its a makes charging up to get the 110 more worth it. I don't mind rewarding fast fingers, but with the nex ,as it is now, reward is too high imo.A charge up time will not solve the problem with campers. Some dude sits in a spot with primary fire depressed, waits, then releases the trigger (half the motion of regular fire, likely half the time) and gets an "easy kill".
(05-08-2010, 12:18 AM)GT_Gene Wrote: When it's expedient, I do jump from high places, run into firefights, etc.Well, if someone's ready to juggle you with the nex, then it is not expedient anymore.
(05-08-2010, 12:18 AM)GT_Gene Wrote: Who stands still with the RL? Anyway, in order to be effective you must close the distance to use the rl against the nex. Even so, 2 players with equal skill, one having a nex, the other having a rl, even at close distance, the nex user has an advantage.Close range is bad for RL. Best is medium range. The curvy rockets and remote detonation make it easy to chase down your target.
(05-08-2010, 12:18 AM)GT_Gene Wrote: Which is exactly what I said the problem was, and the way it is now is fine.You missed both the part where I said why instant switching is no longer exploitable (bug fixed looong time ago) and why we need instant switching (funner combos, no more jamming).
(05-08-2010, 12:18 AM)GT_Gene Wrote: Seems like you don't understand between 'I don't get a whole lot' and 'none'. I switch between them when I don't have anything else, and I go up against rl, nexes, whatever. Usually, they get me because they have a more powerful weapon, but I do get them SOMETIMES.Shotgun should not be a good weapon. It is a weapon that will just barely get you by, and motivates you to get a real gun.
(05-08-2010, 12:18 AM)GT_Gene Wrote: I understand how the electro works. What I am saying is that the balls should do less damage until detonated by the primary fire. You know how the electro is generally used, spam the ground and don't even detonate. I am suggesting is to encourage using it as a combo weapon. Is it fun when the electro is used jump to spam the flag and wait for you to step on the balls? Do you remember the plasma rifle on UT1 and how the secondary fired a big, slow moving ball, which was detonated by the primary fire? What I am suggesting is no different.If you step on the balls, it's your fault. A laser will set them off.
(05-08-2010, 12:18 AM)GT_Gene Wrote: I get hit with very rarely.Which is why it should do more damage than other kinds of electro attacks.
(05-08-2010, 12:18 AM)GT_Gene Wrote: I believe you said that the fireball would be used just as a spammers hanging around the base. That was from your last post. Are the mg and electro, the most notorious spam weapons in the game, used this way now on offense? Defense, clearly, is a different story.Comparing the FB to the MG and electro is comparing a railgun to a nerf gun and water pistol. Two people in base with MG and Electro? No problem. Two people in base with fireball? Hold on to your ass.
(05-08-2010, 12:18 AM)GT_Gene Wrote: Read some of the other posts about the wide-open type of maps that are played. Perhaps that will elucidate my reference.Wide open maps are the only kind of maps that will work with vehicles.