A recent bugfix introduced a balance change - we want to gather community feedback about which behavior we want to keep.
What happened:
The blaster has two cvars to control its push: g_balance_blaster_primary_force (300 by default) and g_balance_blaster_primary_force_zscale (1.25 by default). Zscale scales for force along the Z axis (up/down) by multiplying.
In 0.6 (I tested this one) and probably 0.7 (released in 2013) everything worked correctly: blaster's horizontal push force was 300 and vertical was 300*1.25=375.
In 2014 a bug was introduced during a rafactoring which caused zscale to multiply all 3 components of the force vector instead of just Z. Therefore blaster's push was 375 in all directions.
Recently the bug was fixed which means blaster feels weaker when using it on walls.
You can test both versions by compiling Xonotic on the commit which fixes it and the one before. However that is slow and requires a map restart every time you toggle between the two versions. A faster way is to compile just the new version (the fix or any commit after) and toggle just the cvar values:
g_balance_blaster_primary_force 300; g_balance_blaster_primary_force_zscale 1.25 will keep the new behavior
g_balance_blaster_primary_force 375; g_balance_blaster_primary_force_zscale 1 will give you the old behavior (from 0.8 until a few days ago)
Note that changes to weapon cvars in general take up to 5 seconds to take effect.
All feedback is welcome.
What happened:
The blaster has two cvars to control its push: g_balance_blaster_primary_force (300 by default) and g_balance_blaster_primary_force_zscale (1.25 by default). Zscale scales for force along the Z axis (up/down) by multiplying.
In 0.6 (I tested this one) and probably 0.7 (released in 2013) everything worked correctly: blaster's horizontal push force was 300 and vertical was 300*1.25=375.
In 2014 a bug was introduced during a rafactoring which caused zscale to multiply all 3 components of the force vector instead of just Z. Therefore blaster's push was 375 in all directions.
Recently the bug was fixed which means blaster feels weaker when using it on walls.
You can test both versions by compiling Xonotic on the commit which fixes it and the one before. However that is slow and requires a map restart every time you toggle between the two versions. A faster way is to compile just the new version (the fix or any commit after) and toggle just the cvar values:
g_balance_blaster_primary_force 300; g_balance_blaster_primary_force_zscale 1.25 will keep the new behavior
g_balance_blaster_primary_force 375; g_balance_blaster_primary_force_zscale 1 will give you the old behavior (from 0.8 until a few days ago)
Note that changes to weapon cvars in general take up to 5 seconds to take effect.
All feedback is welcome.