(07-23-2010, 01:13 PM)kojn^ Wrote: Also, headshot's are not as hard to hit/take skill as you might think. ( Either that, or I just am aiming higher then most other people ).Or, you have better aimbots than the others

Jokes aside, it really is easy to hit with (and not a problem if you miss, fast reload
)(07-23-2010, 01:13 PM)kojn^ Wrote: ask FrutieX how much I bitched about it before I took things into consideration.Too much. XD
(07-23-2010, 01:13 PM)kojn^ Wrote: Stickyness is the wrong word to use, it's the animation time, like Halogene said if there was something to show on the weapon that it was reloading/or/when it's ready to shoot again you'd know when you could swap to another weapon, personally I don't have trouble but I can imagine some will without some kind of colour change to show they can shoot again or swap weapon.The q3 rail afaik is completely still as well. It instead uses a "reloading" sound... Color might work too.
(07-23-2010, 01:58 PM)Roanoke Wrote: I also agree with merging nex and rifle. Nex damage could be moved down to 80-90, while headshot damage can be around 100. I hate having two weapons that do virtually the exact same thing. Another good point is angular velocity - it's much easier to camp with the nex than to use it well at close range, with a person in your face moving all about.
We could nerf the nex to death on distance.
Or we could just trust the mapper not to break their large, open map by putting the Nex into it.
(07-23-2010, 01:58 PM)Roanoke Wrote: Oh, wait - they can't mortar either, because mortar primary only explodes on contact with a playerWrong, mortar primary was just changed back to the way it was in Nexuiz. Secondaries are sticky instead (eletctro secondaries take the place of nades?)
(07-23-2010, 02:11 PM)parasti Wrote: Since I don't agree with that at all, I can't really add anything constructive to the discussion, therefore I just troll.
It's always nice to bash on the people who try to balance out the game.
(07-23-2010, 02:23 PM)Roanoke Wrote: Is it that hard to bring yourself to leave it alone?
Mind you, the Nexuiz 2.5 balance config will definitely stay there, at the very least in the form of a mod.
(07-23-2010, 03:53 PM)Flying Steel Wrote: The headshot area is still much, much smaller than the entire player bounding box. This must make it more of a challenge to hit.You're right, it does take a fair amount of luck/skill to hit that small bbox. It sure is different from the nex...
(07-23-2010, 03:53 PM)Flying Steel Wrote: So this is a fundamental difference between the Rifle and Nex which allows the former to fit into a niche and actually be balanced. If this is still insufficient, there's other things that can be done to make it fit one role or another, like range-damage falloff which no one has even looked at since it was implemented like a year ago.Current balanceFruit.cfg already uses this, with the following params (shamelessly stolen from the Nexuiz balance)
Code:
set g_balance_nex_damagefalloff_mindist 1000
set g_balance_nex_damagefalloff_maxdist 3000
set g_balance_nex_damagefalloff_halflife 2000
set g_balance_nex_damagefalloff_forcehalflife 2000(07-23-2010, 03:53 PM)Flying Steel Wrote: I would much rather see the Nex debuffed in one or more ways besides this. And you could probably get away with it now politically speaking, because everyone dislikes the delay so much they'd take just about any other debuff. But it sounds like fruitiex is very attached to the legacy functionality of this weapon, so it is unlikely to truely change for the better, and that's what I was responding to.
The camping rifle _is_ already the debuffed Nex though, isn't it? A "debuffed" Nex would have lower refire, lower damage right, and that's just what the camping rifle has?
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