The nex can't have a brutal falloff at distance because it then will become useless to stop and kill people who are trying to get away from your base. It is the only weapon that can do that, it should be a bit stronger than the cr without headshots at any distance, so that there are at least two weapons that can prevent a runaway fc. It has a max of 90 damage now, you can't call that overpowered. Also nex only kills are not happening, it's used only to end combos now in nexuiz it was mostly used to start a combo which is a good thing imo, you can miss with it. If you pick up 100 armor you will need at least 3 nex shots to get a kill at close range, 4 at far range and you can't combo it with anything at this range. How weaker can it be? Also it's far harder to use it at close ranges. The fact that you can't avoid it is just because of your lag, random movement and general unpredictability AND firing at the bastard helps.
I've used the crylink a lot, primary is only useful at close range or in closed quarters, tight stuff, how it should be, there it's the weapon of choice. It's not supposed to be used on imogen which is mostly a open map and takes a lot of skill and accuracy to get off good hits, but they do happen. Secondary is a good addition to the gun, negative push force, fast speed allows you to stop people that are in front of you in their tracks.
Electro secondary imo is useful, it does a lot of damage tough it does feel a bit weird atm. Perhaps having bigger balls would help, combo damage could be tweaked too. Firing 3 bursts of balls for combos would probably do the trick, you would detonate all 3 at the same time, should be tested tough. Primary felt ok after the nerf, I have suggested to fruitiex about doing different damages at different ranges so it's far more usefull at close range, lets say less than 300 units and fades off to a weaker beam at the max 800. It would make the weapon feel less powerful from ranges you are more likely to not be able to counter and encourage it's use from more dangerous positions. The fade shouldn't be that big, let's say from 100 to 75 or 80 dps.
Hagar is again a close range weapon, it can be devastating in closed quarters but it would be totally useless on a map like imogen for example where you have a lot of space to miss. Using the HLAC on maps like those will work. Hagar owns in tomb corridors for example, it could use a bit more damage i think.
I've used the crylink a lot, primary is only useful at close range or in closed quarters, tight stuff, how it should be, there it's the weapon of choice. It's not supposed to be used on imogen which is mostly a open map and takes a lot of skill and accuracy to get off good hits, but they do happen. Secondary is a good addition to the gun, negative push force, fast speed allows you to stop people that are in front of you in their tracks.
Electro secondary imo is useful, it does a lot of damage tough it does feel a bit weird atm. Perhaps having bigger balls would help, combo damage could be tweaked too. Firing 3 bursts of balls for combos would probably do the trick, you would detonate all 3 at the same time, should be tested tough. Primary felt ok after the nerf, I have suggested to fruitiex about doing different damages at different ranges so it's far more usefull at close range, lets say less than 300 units and fades off to a weaker beam at the max 800. It would make the weapon feel less powerful from ranges you are more likely to not be able to counter and encourage it's use from more dangerous positions. The fade shouldn't be that big, let's say from 100 to 75 or 80 dps.
Hagar is again a close range weapon, it can be devastating in closed quarters but it would be totally useless on a map like imogen for example where you have a lot of space to miss. Using the HLAC on maps like those will work. Hagar owns in tomb corridors for example, it could use a bit more damage i think.
#deathmatchers

