Fixing spammy weapon combos - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Development (https://forums.xonotic.org/forumdisplay.php?fid=12) +--- Thread: Fixing spammy weapon combos (/showthread.php?tid=3034) |
Fixing spammy weapon combos - FruitieX - 05-20-2012 There was a little off-topic discussion about spammy weapon combos in the "Replacing spawn weapons" thread by Samual, so I created a new thread where this discussion can be continued without derailing another thread further. What has been said so far about this issue: (05-19-2012, 06:28 PM)kojn^ Wrote: Not a fan of the fast weapon-switching at all purely because it's too fast and making everything too spammy, fast weapon switching is fine when not firing ofcourse. (05-19-2012, 06:59 PM)FruitieX Wrote: I completely agree with this. (05-19-2012, 07:20 PM)W4RP1G Wrote: I like weapon combos, but I'd be ok with them being toned down just a bit if that's possible, I just don't want to lose them. After playing Xonotic and getting used to weapon combos, I feel restricted in games like Warsow and QL because there is such a delay when switching. (05-19-2012, 08:14 PM)kojn^ Wrote:(05-19-2012, 07:20 PM)W4RP1G Wrote: Oddly, this discussion is calling weapon combos too spammy, but they don't even compare to the amount of spam you see from the crylink, hagar, and electro. (05-20-2012, 05:35 AM)FruitieX Wrote:(05-19-2012, 07:20 PM)W4RP1G Wrote: I feel restricted in games like Warsow and QL because there is such a delay when switching.Yeah, we don't want to take it that far I think... And here we are. Discuss. RE: Fixing spammy weapon combos - rafallus - 05-20-2012 As far as I understand, entire idea of combos comes from that: 1)Nex has very long reload time 2)While it reloads, you can switch to something else, that sth else typically being mortar or rl. Theoretically you could combo with other weapons, but their refire times are much shorter, so it brings relatively little vs combos with nex. In other words, nex seems to be central weapon of combos, and any changes IMO should be directed at it specifically. My ideas. Either: 1)Increase switching time for nex only. or: 2)Fiddle with charging action so that first shot after drawing nex is less damaging than next ones, unless you wait to charge. If it had to affect subsequent shots too, nex would be rather underpowered overall. My idea would be 45 or 50 for first hit, normally charging to 90, if you wait, and leave next shots as they are now. RE: Fixing spammy weapon combos - W4RP1G - 05-20-2012 Ok, it's obvious weapon combos are more effective than using the regular spammy weapons, to an extent. Electro shock combos are very situational, and extremely effective for traps. The crylink is effective in CTF due to the pull function which can slow down a flag carrier or someone else on the move. The hagar, imo, feels useless, even with the very powerful alt fire. But, the noobs seem to love it. The LG will be the close-medium range hitscan weapon and finisher, assuming it's done right. My point? Nex/mortar/rl combos are more aggressive than the electro or crylink, but the electro and crylink fill other roles. The crylink alt-fire is also pretty broken as it is, so it could be made a better gun. The Hagar should die(I hate that gun). I don't think 3 guns should be nerfed so they can all be used together to be as powerful as 1 of the other guns. Combos are there to increase the skill ceiling. If you make comboing weak, you may as well just stick to the electro and crylink because why bother learning a difficult technique? Anyway, I'm ok with combos being slowed down a little. (05-20-2012, 05:57 AM)rafallus Wrote: 2)Fiddle with charging action so that first shot after drawing nex is less damaging than next ones, unless you wait to charge. If it had to affect subsequent shots too, nex would be rather underpowered overall. My idea would be 45 or 50 for first hit, normally charging to 90, if you wait, and leave next shots as they are now. The nex uncharged shot does 60 already. Do you think dropping 10-15 dmg will really help? I'm ok with being dropped a little more, but honestly, the 60 dmg combo nex is alreaddy so weak compared to the fully charged nex. RE: Fixing spammy weapon combos - freefang - 05-20-2012 I don't really mind excessive weapon combos all that much, even though I hardly use them myself. For balancing purposes I'd rater see other weapons be tweaked to make it possible to combo with instead of toning combo's down. (For example, make the burst fire for the mg last longer for higher damage total and give it longer downtime. That would make it comboable, and vary enough from the nex to use in various situations.) RE: Fixing spammy weapon combos - _Subzero_ - 05-20-2012 There already was a week-long discussion of this, starting here: http://forums.xonotic.org/showthread.php?tid=2599&page=2 which then went here http://forums.xonotic.org/showthread.php?tid=2614 And according to this http://forums.xonotic.org/showthread.php?tid=2672&pid=35727#pid35727 it already got fixed in the balance. So why new thread and similar discussion all over again? RE: Fixing spammy weapon combos - FruitieX - 05-20-2012 (05-20-2012, 06:08 AM)_Subzero_ Wrote: There already was a week-long discussion of this, starting here:These all seem off-topic as well, so here's an on-topic thread for discussing this specific issue! (05-20-2012, 06:08 AM)_Subzero_ Wrote: And according to this http://forums.xonotic.org/showthread.php?tid=2672&pid=35727#pid35727 it already got fixed in the balance.This is news to me. I hope they tweaked the delay after firing a weapon, not the duration of the animation you see when actually switching weapons. RE: Fixing spammy weapon combos - Justin - 05-20-2012 When it comes to weapon delay I am elated with XPM physics and it doesn't require further changes. If something has to be changed - let it be shotgun and crylink that are slightly overpowered in my honest opinion. RE: Fixing spammy weapon combos - _Subzero_ - 05-20-2012 (05-20-2012, 06:33 AM)FruitieX Wrote: So here's an on-topic thread for discussing this specific issue! But it already was thoroughly discussed not long ago (05-20-2012, 06:33 AM)FruitieX Wrote:(05-20-2012, 06:08 AM)_Subzero_ Wrote: And according to this http://forums.xonotic.org/showthread.php?tid=2672&pid=35727#pid35727 it already got fixed in the balance.This is news to me. Note that it was dane precisely to tweak combo balance. RE: Fixing spammy weapon combos - FruitieX - 05-20-2012 (05-20-2012, 06:49 AM)_Subzero_ Wrote: Note that it was dane precisely to tweak combo balance. Then that is awesome! I'm sorry for lifting this non-issue up then, I've been very inactive in the Xonotic community as of lately (due to uni). :-) I assumed that nothing had been done about this, and I still find it hard to believe something has been done about it. Awesome! I will test this out when I have time. (in about 2 weeks from now) RE: Fixing spammy weapon combos - asyyy - 05-20-2012 Quote:Xonotic is a bit on the spammy side still with the very fast weapon combos.Are you still on 0.1/0.5? With the increased weapon switch delay in 0.6 this already has been fixed. Pulling out the wrong weapon during a fight can result in a huge disadvantage in close games. Still, with good timing strong combos are possible. I really triple checked if this isn't an old thread from pre-0.6 days lol. Talking about spammy weapons in general: Lots of projectile, splash-damage based weapons = spammy gameplay. Could be "fixed" by replacing spam weapons (e.g. the crylink) by aim weapons (e.g. the lg) but I'm not sure if people really want that. RE: Fixing spammy weapon combos - kojn^ - 05-20-2012 Is still to fast to be honest. RE: Fixing spammy weapon combos - nowego4 - 05-20-2012 Concerning Nex combos, I think this was why the charge was implemented, and I think it serves its purpose there. Combos are also a way of rewarding having more weapons (in duels, this means item control). If weapons were made to be used individually, then the only one you'd have to worry about is the 'best' one. Combos raise the skill ceiling and add a level of complexity (knowing which combos [or individual weapons, should the case arise {read: electro trap}] work best in what situations is an art in itself). Summation: I like them. Just my preference. IF the switch time was increased, I'd say the 90 flat damage Nex would need to be re-introduced to maintain the balance. Peace. RE: Fixing spammy weapon combos - Samual - 05-20-2012 OH MY FUCKING GOD WHAT HAVE I DONE I'm not even going to read this thread, I don't have time for it. RE: Fixing spammy weapon combos - FruitieX - 05-20-2012 (05-20-2012, 11:03 AM)Samual Wrote: OH MY FUCKING GOD WHAT HAVE I DONE I have no idea, but I hope you have fixed something in the past. :-) RE: Fixing spammy weapon combos - Rage_ATWM - 05-20-2012 this also: http://forums.xonotic.org/showthread.php?tid=2616 RE: Fixing spammy weapon combos - FruitieX - 05-21-2012 (05-20-2012, 05:12 PM)Rage_ATWM Wrote: this also: LOL at the video, I hope the settings were changed since? Otherwise we still have work to do... |