08-29-2010, 02:32 AM
(This post was last modified: 08-29-2010, 02:46 AM by slowtwitch.)
(07-20-2010, 03:40 AM)Halogene Wrote: I find the grenades very interesting, you really need to think ahead where you place them. But this could also lead to slowing down the game, since you tend to shoot into the direction you are currently moving. Which is, as I can tell by experience now, a bit tricky with sticky grenades. It's like placing a mine field directly in front of you while running at full speed.
I like the sticky grenades too. But the delay needs to be longer, and they should have a proximity sensor as well.
Running and laying a mine field behind you is one use, but so is area denial. If the nades had a stick time 3 or 4 times what it is now you could effectively get out of the area before they blew, and hopefully get your pursuers.
Secondly, perhaps the nades could fall before they blow, and blow when they hit the deck? (just a thought). You could run down a hall, plant them on the ceiling. X seconds later they fall.
I don't see any down side to it being tricky, but the current short delay makes it pointless. They blow before you can exit the area.
(07-20-2010, 03:40 AM)Halogene Wrote: I have one suggestion: since the mortar fires sticky grenades now there is one weapon less that was useful for pushing around people.
Beef up the laser pistol like you suggested. Give it a bigger radius. Nades in primary fire mode would still push people off would they not? In my testing only the secondary fire were sticky.
My take on weapons:
Rocket Launcher: I hate giving someone a rocket in the face at short range and have them shake it off and kill me with a single shotgun. Just not realistic. Plus, the RL needs bigger splash damage. I hate the nerfing of the RL in late versions of nexuiz. I like the fact that the secondary fire on the RL does not do a mid flight destruct. Nobody has time for that anyway.
Machine gun: Also too whimpy.
Love the Grenade launcher. LONGER HANG TIME on the sticky nades please. At least two or three times their current hang time. And maybe have them drop and then blow.
Secondary fire on the Shotgun: If you don't want to go with the triple-shot idea, why not hang a bayonet on the thing and have secondary fire be a thrust. Sometimes bringing a knife to a gun fight works. Especially when you can sneak up behind someone. It would make a great close-in weapon.
I find all the other weapons reasonably well balanced

