07-29-2010, 01:01 PM
I'm not sure if the physics have changed since sunday or if it's just that I have had more time to test them but. . .
I don't like this increased acceleration and how it affects the weapon balance by making spam more important with the non-hitscan weapons. In the past there was more skill involved in leading your target and guessing what he might do next, but when he can change directions so fast that he can just step out of the way, such skills are not rewarded. Especially since the speed which was 320 is now back up to 400.
The rocket launcher could use some tweaking too-- it's spread too thin across guidance, remote detonation "flak" burst and simple spam. Guidance and remote detonation are features that work really well together and make the weapon interesting and very original. However spamming with the fast refire does not.
The refire delay should be increased, maybe to 1.0 second and a slight buff added to either the turning rate, radius, damage, acceleration or speed.
Electro secondary still seems useless, maybe that's due in part to the too fast acceleration of the physics. But still, I have yet to see any successful combo trap in a test match, it simply takes too long to set up and only works on flat ground (and on top of that the payoff is relatively weak).
Finally, with so many weapons, you end up with some duplicates. There just aren't enough ways to change weapons to keep 13 of them totally balanced and yet different from each other. I think there are two ways to make this work though.
One is what Roanoke suggested, where you merge weapons that are too similar, while keeping the best features of each in the resulting product.
The other is to divide the weapons up into two distinct "factions", where each has a somewhat different weapon that fills a roughly equivalent role.
It might go something like this:
MG ---- Crylink
GL ---- Electro
Hagar ---- HLAC
CR ---- Nex
RL ---- Fireball
TAGS ---- ?
I don't like this increased acceleration and how it affects the weapon balance by making spam more important with the non-hitscan weapons. In the past there was more skill involved in leading your target and guessing what he might do next, but when he can change directions so fast that he can just step out of the way, such skills are not rewarded. Especially since the speed which was 320 is now back up to 400.
The rocket launcher could use some tweaking too-- it's spread too thin across guidance, remote detonation "flak" burst and simple spam. Guidance and remote detonation are features that work really well together and make the weapon interesting and very original. However spamming with the fast refire does not.
The refire delay should be increased, maybe to 1.0 second and a slight buff added to either the turning rate, radius, damage, acceleration or speed.
Electro secondary still seems useless, maybe that's due in part to the too fast acceleration of the physics. But still, I have yet to see any successful combo trap in a test match, it simply takes too long to set up and only works on flat ground (and on top of that the payoff is relatively weak).
Finally, with so many weapons, you end up with some duplicates. There just aren't enough ways to change weapons to keep 13 of them totally balanced and yet different from each other. I think there are two ways to make this work though.
One is what Roanoke suggested, where you merge weapons that are too similar, while keeping the best features of each in the resulting product.
The other is to divide the weapons up into two distinct "factions", where each has a somewhat different weapon that fills a roughly equivalent role.
It might go something like this:
MG ---- Crylink
GL ---- Electro
Hagar ---- HLAC
CR ---- Nex
RL ---- Fireball
TAGS ---- ?

