I would also love to see an official alternative balance, that would focus less on spamming, and more on strategy. I'm not saying it should be a slower paced balance, possibly even the opposite. Simply entirely disabling the secondary fire modes on each weapon would bring in more strategy, as your possibilities as what you can do with a weapon is effectively cut in half, so you have to think more carefully about which weapon is the right tool for the current situation.
Also I don't like having weapons that are both effective in close combat and in long-range combat, see the Nexuiz uzi (primary/secondary). The primary was also too strong, which could be fixed by making it weaker, and then also the weapon you start with (it then feels perfectly right to have it that weak, you should find another better weapon asap!) Now the shotgun becomes a pickup, which you can give the power of an actual shotgun (more bullets, more refire, more damage). Add in a couple more changes and hey presto, you got Nexrun :-)
As the health system is capped to 200/200, gameplay also automatically gets faster. The fight over powerups gets more important, and running around the map for too long gathering small health/armor packs gets useless. You don't need to worry about your enemy being stacked up to 400/250 anymore (original stormkeep, heh heh.)
Another important thing (at least in the alternative balance) is to make it harder to completely control a map. It should be easier to break ones control, and the game should never turn into a spam fest with only the starting weapon for anyone. That's why weapon respawn times could be decreased as low as even 5 seconds for non-team gamemodes.
No two weapons/(weapon fire modes) should be alike in function, but in Nexuiz many were. If you give it some thought, Laser - Mortar primary - Electro primary - Crylink primary - Hagar - Rocketlauncher all function very much alike, with only varying projectile speeds, radiuses and damages. Especially Electro primary - RL, Electro secondary - Mortar secondary and Hagar secondary - Crylink primary are very much alike. My suggestions are:
- Laser: Gauntlet
- Mortar: Only a grenadelauncher
- Electro: Lightningun
- Crylink: More radius, maybe slower speed... Basically a rapid fire RL, yeah that's needed too :-P
- Hagar: Even faster refire, no bouncing around corners (crylink does this!)
- Rocketlauncher: This is perhaps the most extreme... Disable both guidance and remote detonation to balance it with the others. Add some speed.
Just some suggestions, that all pretty much make up what Nexrun currently is. I hope these will at least become an alternative, maybe official. Possibly named "Xonotic Pro Mod(e)" due to all the similarities to CPM (Challenge Promode, a Q3 mod). Especially if the mod gets a seal of approval from the "Pro" players in our community. :-D
Also I don't like having weapons that are both effective in close combat and in long-range combat, see the Nexuiz uzi (primary/secondary). The primary was also too strong, which could be fixed by making it weaker, and then also the weapon you start with (it then feels perfectly right to have it that weak, you should find another better weapon asap!) Now the shotgun becomes a pickup, which you can give the power of an actual shotgun (more bullets, more refire, more damage). Add in a couple more changes and hey presto, you got Nexrun :-)
As the health system is capped to 200/200, gameplay also automatically gets faster. The fight over powerups gets more important, and running around the map for too long gathering small health/armor packs gets useless. You don't need to worry about your enemy being stacked up to 400/250 anymore (original stormkeep, heh heh.)
Another important thing (at least in the alternative balance) is to make it harder to completely control a map. It should be easier to break ones control, and the game should never turn into a spam fest with only the starting weapon for anyone. That's why weapon respawn times could be decreased as low as even 5 seconds for non-team gamemodes.
No two weapons/(weapon fire modes) should be alike in function, but in Nexuiz many were. If you give it some thought, Laser - Mortar primary - Electro primary - Crylink primary - Hagar - Rocketlauncher all function very much alike, with only varying projectile speeds, radiuses and damages. Especially Electro primary - RL, Electro secondary - Mortar secondary and Hagar secondary - Crylink primary are very much alike. My suggestions are:
- Laser: Gauntlet
- Mortar: Only a grenadelauncher
- Electro: Lightningun
- Crylink: More radius, maybe slower speed... Basically a rapid fire RL, yeah that's needed too :-P
- Hagar: Even faster refire, no bouncing around corners (crylink does this!)
- Rocketlauncher: This is perhaps the most extreme... Disable both guidance and remote detonation to balance it with the others. Add some speed.
Just some suggestions, that all pretty much make up what Nexrun currently is. I hope these will at least become an alternative, maybe official. Possibly named "Xonotic Pro Mod(e)" due to all the similarities to CPM (Challenge Promode, a Q3 mod). Especially if the mod gets a seal of approval from the "Pro" players in our community. :-D
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