07-18-2010, 08:39 PM
(oh no not another balance thread )
PLEASE READ BEFORE VOTING
Me and kojn (and as of lately, several other curious testers) have been putting hours and hours into a new balance config with a temporary name "balanceFruit.cfg". The basics of the weapons' functions are there, and we've got some balancing done too . It's supposed to target being a default balance, so I'm now polling the community with a slightly less abstract question than the previous time...: Do you like the current direction of balanceFruit.cfg? Could you imagine this as the default balance of Xonotic? Try it out with a git clone by doing this:
Answering "yes" doesn't mean you have to support EVERY single change, leave a message about what you don't like!
Oh and as some of you like to say, Xonotic != q3a, Xonotic != Warsow, Xonotic != UT etc. (of which this balance imitates none, it is made from scratch pretty much) Now how about this: Xonotic != Nexuiz
The most important thing the balance tries to fix is that many weapons were too similar in Nexuiz. However by attempting to fix this, many have already e.g. complained about sticky nades (some without apparently testing them, please test now!), but there's a reason behind those!
Laser: Very unsure what to do about this still, many will want to say put it back at Nexuiz settings, others want to remove it completely. Kojn had an idea about disabling the laser for the flag carrier so he can't escape as easily, but that still won't fix the problem of elevating heights too easily
Currently it's set at half the force (400->200), no delay(0.03->0), lower dmg (35->20). Keep in mind that's still very very WIP and fully open for suggestions .
Shotgun: Primary has a longer refire time, more bullets, more damage, more spread. It stays the starting weapon however (max dmg from one shot is 64, quite hard to get all of that though) Secondary is simply disabled for now, as we didn't have any good ideas for that (MUST be fixed!). divVerent came with the idea that we could implement elliptical spread, and align it horizontally for primary, and vertically for secondary... Kojn on the other hand had the idea of a melee weapon for the secondary mode... Hmmm...! WIP!
Uzi: Primary fires faster, has massive spread, eats ammo, but also quite high dmg. Only usable in short range, but is pretty darn usable there if you manage to aim correctly. Secondary has much more spread than it used to, so it no longer is useful as a sniper weapon. Good for mid-range fights
Mortar: The perhaps most discussed change is the primary sticky grenades. Many ask why? Why not just keep the old mortar as it was? Yeah, I liked it too...: BUT! it was way too similar to the rocketlauncher in how it functioned! So having the nades stick to the walls instead of exploding right away makes the mortar primary have it's unique uses as opposed to what it used to be, very similar to the rocketlauncher. Of course they still explode if you hit someone straight in the face with an airshot . Not only is it really unique now, but it's a lot of fun too! Plant the nades on a path you think your opponent might take, and eventually hear the hitsounds go "tink, tink, tink" all while you can finish off your stunned opponent with another weapon if you so desire . The secondary is similar to what it was, but it has less speed (the primary does too, actually). Some have already mentioned the speed might be too low, but increasing it is no problem if the majority thinks so. The projectiles here use a new algorithm for calculating speed, so if you aim up your projectile would go WAY further than if you aim down. Might just be a thing we need to get used to, because aiming them where you want is much easier in close-mid range at these lower speeds.
Electro: Primary now serves as a lightning gun which does 100 damage per second if you hit the opponent for 1 full second. The secondary blobs are still there, but they shoot at a longer refire to prevent excessive spam. The lightning beam sets the blobs off at a distance of 50 units from the end pos of the lightning beam. (this code was just finished today, so the balance params for this likely need tweaking)
Oh and the beam range is limited to 800 units.
Crylink: The primary fires a hexagonal pattern with big spread, should be pretty useful in close-mid range especially in tight corridors. Secondary is a rapid fire mode resembling a Q3 plasma gun, but still isn't really that. Good for spamming a corner, and if you can lead it correctly it will deal a fair amount of damage.
Nex: Not much changed here, damage is at 100. Apparently gradually fading into half of that after a distance of 1000 to a distance of 3000. This is WIP I'd say.
Hagar: Bigger radius, bigger spread, instantly more useful. That's for both primary and secondary.
Rocket launcher: Remote detonation now removes 50% of the damage/force, so you have to really consider before using that! The idea with this is to put weight on aiming the rocket so it hits the floor near the opponent, or direct hits of course . Steering still possible at a rate of 45 degrees per second. OH! And they have infinite health finally, so no random blowing up of your own rockets in front of yer nose
Please take some time testing this, hopefully against human opponents, and give some feedback
Edit: Test server with default physics (and fixed maps!) coming soon, so for the ones who can't test for one reason or another, wait up with voting!
We'll also likely arrange a bigger balance testing event next week so we can test with bigger crowds, but at least the thread is already here
PLEASE READ BEFORE VOTING
Me and kojn (and as of lately, several other curious testers) have been putting hours and hours into a new balance config with a temporary name "balanceFruit.cfg". The basics of the weapons' functions are there, and we've got some balancing done too . It's supposed to target being a default balance, so I'm now polling the community with a slightly less abstract question than the previous time...: Do you like the current direction of balanceFruit.cfg? Could you imagine this as the default balance of Xonotic? Try it out with a git clone by doing this:
Code:
./all checkout fruitiex/fruitbalance
Oh and as some of you like to say, Xonotic != q3a, Xonotic != Warsow, Xonotic != UT etc. (of which this balance imitates none, it is made from scratch pretty much) Now how about this: Xonotic != Nexuiz
The most important thing the balance tries to fix is that many weapons were too similar in Nexuiz. However by attempting to fix this, many have already e.g. complained about sticky nades (some without apparently testing them, please test now!), but there's a reason behind those!
Laser: Very unsure what to do about this still, many will want to say put it back at Nexuiz settings, others want to remove it completely. Kojn had an idea about disabling the laser for the flag carrier so he can't escape as easily, but that still won't fix the problem of elevating heights too easily
Currently it's set at half the force (400->200), no delay(0.03->0), lower dmg (35->20). Keep in mind that's still very very WIP and fully open for suggestions .
Shotgun: Primary has a longer refire time, more bullets, more damage, more spread. It stays the starting weapon however (max dmg from one shot is 64, quite hard to get all of that though) Secondary is simply disabled for now, as we didn't have any good ideas for that (MUST be fixed!). divVerent came with the idea that we could implement elliptical spread, and align it horizontally for primary, and vertically for secondary... Kojn on the other hand had the idea of a melee weapon for the secondary mode... Hmmm...! WIP!
Uzi: Primary fires faster, has massive spread, eats ammo, but also quite high dmg. Only usable in short range, but is pretty darn usable there if you manage to aim correctly. Secondary has much more spread than it used to, so it no longer is useful as a sniper weapon. Good for mid-range fights
Mortar: The perhaps most discussed change is the primary sticky grenades. Many ask why? Why not just keep the old mortar as it was? Yeah, I liked it too...: BUT! it was way too similar to the rocketlauncher in how it functioned! So having the nades stick to the walls instead of exploding right away makes the mortar primary have it's unique uses as opposed to what it used to be, very similar to the rocketlauncher. Of course they still explode if you hit someone straight in the face with an airshot . Not only is it really unique now, but it's a lot of fun too! Plant the nades on a path you think your opponent might take, and eventually hear the hitsounds go "tink, tink, tink" all while you can finish off your stunned opponent with another weapon if you so desire . The secondary is similar to what it was, but it has less speed (the primary does too, actually). Some have already mentioned the speed might be too low, but increasing it is no problem if the majority thinks so. The projectiles here use a new algorithm for calculating speed, so if you aim up your projectile would go WAY further than if you aim down. Might just be a thing we need to get used to, because aiming them where you want is much easier in close-mid range at these lower speeds.
Electro: Primary now serves as a lightning gun which does 100 damage per second if you hit the opponent for 1 full second. The secondary blobs are still there, but they shoot at a longer refire to prevent excessive spam. The lightning beam sets the blobs off at a distance of 50 units from the end pos of the lightning beam. (this code was just finished today, so the balance params for this likely need tweaking)
Oh and the beam range is limited to 800 units.
Crylink: The primary fires a hexagonal pattern with big spread, should be pretty useful in close-mid range especially in tight corridors. Secondary is a rapid fire mode resembling a Q3 plasma gun, but still isn't really that. Good for spamming a corner, and if you can lead it correctly it will deal a fair amount of damage.
Nex: Not much changed here, damage is at 100. Apparently gradually fading into half of that after a distance of 1000 to a distance of 3000. This is WIP I'd say.
Hagar: Bigger radius, bigger spread, instantly more useful. That's for both primary and secondary.
Rocket launcher: Remote detonation now removes 50% of the damage/force, so you have to really consider before using that! The idea with this is to put weight on aiming the rocket so it hits the floor near the opponent, or direct hits of course . Steering still possible at a rate of 45 degrees per second. OH! And they have infinite health finally, so no random blowing up of your own rockets in front of yer nose
Please take some time testing this, hopefully against human opponents, and give some feedback
Edit: Test server with default physics (and fixed maps!) coming soon, so for the ones who can't test for one reason or another, wait up with voting!
We'll also likely arrange a bigger balance testing event next week so we can test with bigger crowds, but at least the thread is already here