04-25-2016, 06:17 PM
As some of you know, I just came back to Xonotic after a 2-3 year hiatus. And I have some new insights on the current weapon balance. I plan to start up a custom server soon to test out these ideas, but I thought it might be best to ask here first.
This list makes a few assumptions.
Laser
Perfect, no changes
Model is good.
Shotgun
Perfect, no changes.
The model, although low fidelity, fits the weapon well.
Lightning Gun
The SMB balance is a little overpowered, drag should be increased to make aiming take more concentration. Secondary fire seems to be a clone of the hagar and does't feel like it belongs.
The model is low fidelity and does not fit the personality of the weapon.
Mortar
Perfect, no changes.
Gun model fits but is low fidelity.
Grenade model could be more futuristic.
Electro
This weapon I plan on overhauling the most. Before you freak out, the secondary/primary fire combo does not change.
The primary fire feels awkward. The fire rate and damage don't add up into something that is useful or feels satisfying to use. I suggest making multiple small electro beams in a randomized shotgun pattern rather than 1 large beam. The total damage of all the shots hitting would exceed the current damage input of the current electro beam.
The other major change, would be to change the ammo type from electric to shells. The visuals would reflect this, making the electro shoot red hot molten metal, and the secondary being a heat activated grenade. Obviously the name would need to change too. This would reduce the sources of cells ammo for the vortex, which is currently too high.
Crylink
I have a very interesting idea for the crylink, but I fear it may be too complicated or overpowered. The primary fire remains the same. The secondary fire gets replaced with a damage blocking shield.
First, the crylink gets its own ammo type (plasma). It spawns wherever bullet ammo used to.
While secondary is being held down, the user gets a shield in front of them that blocks 50% of damage (before armor is calculated) if they are facing (within 90deg) the source of the damage. When hit the blocked damage eats out of the crylink's ammo stock instead of the health pool. It also knocks the player back more than usual.
Here is where things get interesting, if the player still has the shield up after absorbing a hit with it, they can use the primary fire to preform a retaliation shot, which would be a railgun shot, and do the amount of damage that the shield has so far absorbed. (multiplied by some modifier).
For anyone confused,
Left click = current crylink primary
Right click = raises shield while held, lowers when not.
Left click + Holding Right click = attempted retaliation shot, does a no-ammo click noise if there is no absorbed damage.
Additional points, disabling the shield while it has retaliation points, and wastes them, switching weapons kills the shield.
Balance concerns that will need investigation.
Should the shield drain ammo while activated?
Should the player be allowed to pickup items while shield is active.
Should there be a delay/animation while activating and deactivating shield.
Appearance wise, the crylink model is low fidelity and too small, but I like the purple tubes design.
Hagar
This weapon is the least fun to use out of the current build. The primary fire's rockets move too slowly. The secondary fire is fine.
Primary fire feels and sounds horrible to use, explosion sounds are too soft suffer from the same audio visual issues as explosive weapons in borderlands. The model also feels a little bland and is low fidelity.
To change this, change the Hagar's ammo type to plasma(crylink ammo), and re-design the audio and visual style to a sort of plasma ball launcher. Also make the plasma balls move a little faster than the current hagar rockets.
Rocket Launcher
Perfect, no changes.
Needs a new model.
Vortex
Is currently overpowered, although I know this is a touchy subject for veterans.
I suggest only making the charge meter begin charging when you are capable of firing. (currently the shot delay means it is half changed when you can preform a second shot.)
Also consider a reverse damage falloff, so players within shotgun range take reduced damage.
Model is alright, but could use a little improvement.
Also, note that Doom 2016 named their sniper rifle the Vortex, although we had the name first.
With this balance, we also achieve ammo type symmetry.
Shells: Shotgun, "Electro"
Plasma: Crylink, "Hagar"
Rockets: Mortar, RL
Cells: LG, Vortex
So, what do you think?
It just occurred to me that the crylink shield might work better as the lightning gun secondary instead of the crylink one.
This list makes a few assumptions.
- The lightning gun on the SMB servers replaces the MG
- the more obscure weapons don't exist (Rifle, HLAC, Minelayer)
Laser
Perfect, no changes
Model is good.
Shotgun
Perfect, no changes.
The model, although low fidelity, fits the weapon well.
Lightning Gun
The SMB balance is a little overpowered, drag should be increased to make aiming take more concentration. Secondary fire seems to be a clone of the hagar and does't feel like it belongs.
The model is low fidelity and does not fit the personality of the weapon.
Mortar
Perfect, no changes.
Gun model fits but is low fidelity.
Grenade model could be more futuristic.
Electro
This weapon I plan on overhauling the most. Before you freak out, the secondary/primary fire combo does not change.
The primary fire feels awkward. The fire rate and damage don't add up into something that is useful or feels satisfying to use. I suggest making multiple small electro beams in a randomized shotgun pattern rather than 1 large beam. The total damage of all the shots hitting would exceed the current damage input of the current electro beam.
The other major change, would be to change the ammo type from electric to shells. The visuals would reflect this, making the electro shoot red hot molten metal, and the secondary being a heat activated grenade. Obviously the name would need to change too. This would reduce the sources of cells ammo for the vortex, which is currently too high.
Crylink
I have a very interesting idea for the crylink, but I fear it may be too complicated or overpowered. The primary fire remains the same. The secondary fire gets replaced with a damage blocking shield.
First, the crylink gets its own ammo type (plasma). It spawns wherever bullet ammo used to.
While secondary is being held down, the user gets a shield in front of them that blocks 50% of damage (before armor is calculated) if they are facing (within 90deg) the source of the damage. When hit the blocked damage eats out of the crylink's ammo stock instead of the health pool. It also knocks the player back more than usual.
Here is where things get interesting, if the player still has the shield up after absorbing a hit with it, they can use the primary fire to preform a retaliation shot, which would be a railgun shot, and do the amount of damage that the shield has so far absorbed. (multiplied by some modifier).
For anyone confused,
Left click = current crylink primary
Right click = raises shield while held, lowers when not.
Left click + Holding Right click = attempted retaliation shot, does a no-ammo click noise if there is no absorbed damage.
Additional points, disabling the shield while it has retaliation points, and wastes them, switching weapons kills the shield.
Balance concerns that will need investigation.
Should the shield drain ammo while activated?
Should the player be allowed to pickup items while shield is active.
Should there be a delay/animation while activating and deactivating shield.
Appearance wise, the crylink model is low fidelity and too small, but I like the purple tubes design.
Hagar
This weapon is the least fun to use out of the current build. The primary fire's rockets move too slowly. The secondary fire is fine.
Primary fire feels and sounds horrible to use, explosion sounds are too soft suffer from the same audio visual issues as explosive weapons in borderlands. The model also feels a little bland and is low fidelity.
To change this, change the Hagar's ammo type to plasma(crylink ammo), and re-design the audio and visual style to a sort of plasma ball launcher. Also make the plasma balls move a little faster than the current hagar rockets.
Rocket Launcher
Perfect, no changes.
Needs a new model.
Vortex
Is currently overpowered, although I know this is a touchy subject for veterans.
I suggest only making the charge meter begin charging when you are capable of firing. (currently the shot delay means it is half changed when you can preform a second shot.)
Also consider a reverse damage falloff, so players within shotgun range take reduced damage.
Model is alright, but could use a little improvement.
Also, note that Doom 2016 named their sniper rifle the Vortex, although we had the name first.
With this balance, we also achieve ammo type symmetry.
Shells: Shotgun, "Electro"
Plasma: Crylink, "Hagar"
Rockets: Mortar, RL
Cells: LG, Vortex
So, what do you think?
It just occurred to me that the crylink shield might work better as the lightning gun secondary instead of the crylink one.