07-29-2010, 04:20 PM
(07-29-2010, 02:42 PM)FruitieX Wrote:(07-29-2010, 01:01 PM)Flying Steel Wrote: 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.
I somewhat agree here. Fast ground accel is nice in the way that it makes the feeling more fast-paced, but also makes it very easy to dodge projectiles. We still have to take this into serious consideration, and in the end it's about picking either one... I've always had this feeling in Nexuiz that I don't have much control over my opponent/where he moves, at least compared to QuakeLive. But hey, might not be a bad thing either...
Even if it's not a bad thing necessarily, it is surely a bad thing when it can be done forever.
For example, the laser runs you out of health, grappling and jetting run you out of fuel and in other games evasive abilities like sprint or bullet time also last for only finite bursts. Ramp jumps and jump pads only work when you are nearby one.
But just turning up normal acceleration so high allows you to dodge traveling projectiles indefinitely.
If you want to make the game faster without breaking things, you have to do that as a mapper, not a coder. Just make some more claustrophobic labyrinth type environments and you'll have fast gameplay with good balance and skill, instead of with heavy spam, random chance and hitscan dominance.

