07-22-2010, 07:40 AM
Yesterday myself, Lt. Bacon, and /dev/null tested out the balance. Here are some comments gleaned from that session:
- Shotgun primary fire seems about right. It is slower than before, but more powerful. Shotgun secondary is a melee attack, which was ineffective offensively. I don't think this is enough of a reason to get rid of it, as it could be used on smaller, more packed maps or those with a limited weapon set; as it is you'll likely get blasted for even trying a melee. All in all a better alternative to the ridiculously overpowered triple-shot secondary in Nexuiz.
- Nex stickiness is going in the right direction, but there are some bugs there. If you shoot and hit your "alternate weapon" button before the fire animation is through (attempting a combo), then the key presses seem to go into a queue, meaning that if you keep hitting your "alternate weapon" button you'll end up switching numerous times after the nex fire animation completes. I would rather it ignore any switch weapon keypresses while the fire animation is in progress (or until it reaches a certain point), but I'm not sure how possible this is.
- Mortar primary (sticky grenades) were completely ineffective as-is. They went off too soon to be of value. I recommend delaying their explosion time a bit longer. Secondary mortar fire was also ineffective; they should be kept largely as-is.
- Crylink is WAY, WAY too powerful. /dev/null went on a killing spree when he found this out
.
- TAG seeker is too powerful; they are hard to escape via normal means, which was frustrating. I'm not sure it should be included.
- Laser seems about right, although I'm not completely sure as the physics were still default and slowish (Fruitie will fix soon?). I was able to reach all areas of the map without problems and bounce LT. Bacon around with me
- Rocket launcher felt normal. I didn't notice any real changes there, which is fine by me.
- Electro is awesome; it produces a steady stream now instead of Contra-like (yeah, you like that?) lasers, requiring precise aim. I love the changes going on there.
So that's all I have for the moment. Fruitie and I are set to test this coming Sunday (that would be 7/25 for most of us). Hop on IRC for more information - perhaps someone can set up the topic appropriately when the time is right!
Adios for now.
- Shotgun primary fire seems about right. It is slower than before, but more powerful. Shotgun secondary is a melee attack, which was ineffective offensively. I don't think this is enough of a reason to get rid of it, as it could be used on smaller, more packed maps or those with a limited weapon set; as it is you'll likely get blasted for even trying a melee. All in all a better alternative to the ridiculously overpowered triple-shot secondary in Nexuiz.
- Nex stickiness is going in the right direction, but there are some bugs there. If you shoot and hit your "alternate weapon" button before the fire animation is through (attempting a combo), then the key presses seem to go into a queue, meaning that if you keep hitting your "alternate weapon" button you'll end up switching numerous times after the nex fire animation completes. I would rather it ignore any switch weapon keypresses while the fire animation is in progress (or until it reaches a certain point), but I'm not sure how possible this is.
- Mortar primary (sticky grenades) were completely ineffective as-is. They went off too soon to be of value. I recommend delaying their explosion time a bit longer. Secondary mortar fire was also ineffective; they should be kept largely as-is.
- Crylink is WAY, WAY too powerful. /dev/null went on a killing spree when he found this out
. - TAG seeker is too powerful; they are hard to escape via normal means, which was frustrating. I'm not sure it should be included.
- Laser seems about right, although I'm not completely sure as the physics were still default and slowish (Fruitie will fix soon?). I was able to reach all areas of the map without problems and bounce LT. Bacon around with me

- Rocket launcher felt normal. I didn't notice any real changes there, which is fine by me.
- Electro is awesome; it produces a steady stream now instead of Contra-like (yeah, you like that?) lasers, requiring precise aim. I love the changes going on there.
So that's all I have for the moment. Fruitie and I are set to test this coming Sunday (that would be 7/25 for most of us). Hop on IRC for more information - perhaps someone can set up the topic appropriately when the time is right!
Adios for now.
asyyy^ | are you releated to chuck norris?

