(02-15-2012, 10:19 AM)kuniu the frogg Wrote: while i agree about nexuiz/ctf/laser thing you mention, i don't think making a different balance sets for every gamemode is that good idea.
Radically different "balance" set would be a hassle both for devs and for players. But why not tweak (tweak, not change radically) existing sets to match a gamemode? Consider the electro example I gave. In dm this kind of area damage is a poor idea in general. It reduces the game play to weapon "spray" as I like to call it, especially in crowded serves or when newbies play. So I would not consider increasing electro secondary in a dm. Now CTF is a radically different mode. You dont achive much by just fragging opponents. You need to frag FC. And in these settings FC may use strong electro secondary to run away from those chasing him. That is what you may actually want in CTF - put a high bar on fragging a skilled FC.
Same goes with laser. On dm you wont find that much use for laser, and even less so on crowded server. Also, how many open-space maps are there truly played in dm? But in CTF there are entire maps made for, say, laser pad-jamps. If maps are tailored to gamemode why not tweaking weapons too?
@rafallus
My intention was that ppl start thinking out actual in-game use for the tweaks they propose. Most discussion thus far goes along this (poor
) lines: "I see three use for this weapon: primary/secondary/combo" - so what? - "make this more damage because its difficult to do it" - ok, but when exactly would you try to do it and why? - and main (pseudo-)argument "this weapon is well balanced" - ok but what does it mean its "well balanced"? Does it mean its equall to each one other weapon in each one combat situation? I dont think that is what you want in a game... In other words lets not hide behind "balance" non-starters, lets came up with specific in-game use cases. Then you can argue if some idea enriches or, quite opposite, trivializes the game experience.

