05-19-2012, 04:55 PM
I don't know why you included all of that information if you just wanted to talk about the primary... Anyway...
I'm okay with removing the shotgun/laser combination as spawn primaries because it makes things simpler. I don't like moving the jumping function to secondary because it's just plain easier to jump with primary. Charging pulse melee? Nah. Why not just keep primary as it is now, reducing self damage, and letting people continue to juggle others around at short/long range, and having the shotgun melee added to the laser? People will get used to using the laser as a primary means of attack when they're on the wall. A lot of people don't realize just how powerful it can be when used correctly.
The MG has always been a source of frustration for me. It's always either been too powerful or too weak. As it stands in nex, it's so ridiculously weak that it's not even worth picking up. The shotgun trumps it entirely. In Xonotic I've seen it was both retardedly powerfuly (to the point where I jump around a corner, get sprayed, and find myself dead within seconds without even a chance to dodge) and worthless. Tossing it would only serve to strengthen the support on the other weapons and encourage mappers to spread the weapons out a little more carefully. Final Rage for example has all of the good weapons and easy access to the megas in the center, with the exception of the mortar, which can be checked on easily. Playing on the defensive in that map is very difficult. Now, I know I saw the lightning gun function back when we were doing whatever that physics/weapons test was a while back, but I haven't seen it since, so I'm not sure how I should comment on that.
Mostly in favor of the suggested changes, but I'd like to see the laser stay as it is if it's going to stay, and become the primary. Throw on a secondary for additional function if you want, but best to keep primary as it is.
I'm okay with removing the shotgun/laser combination as spawn primaries because it makes things simpler. I don't like moving the jumping function to secondary because it's just plain easier to jump with primary. Charging pulse melee? Nah. Why not just keep primary as it is now, reducing self damage, and letting people continue to juggle others around at short/long range, and having the shotgun melee added to the laser? People will get used to using the laser as a primary means of attack when they're on the wall. A lot of people don't realize just how powerful it can be when used correctly.
The MG has always been a source of frustration for me. It's always either been too powerful or too weak. As it stands in nex, it's so ridiculously weak that it's not even worth picking up. The shotgun trumps it entirely. In Xonotic I've seen it was both retardedly powerfuly (to the point where I jump around a corner, get sprayed, and find myself dead within seconds without even a chance to dodge) and worthless. Tossing it would only serve to strengthen the support on the other weapons and encourage mappers to spread the weapons out a little more carefully. Final Rage for example has all of the good weapons and easy access to the megas in the center, with the exception of the mortar, which can be checked on easily. Playing on the defensive in that map is very difficult. Now, I know I saw the lightning gun function back when we were doing whatever that physics/weapons test was a while back, but I haven't seen it since, so I'm not sure how I should comment on that.
Mostly in favor of the suggested changes, but I'd like to see the laser stay as it is if it's going to stay, and become the primary. Throw on a secondary for additional function if you want, but best to keep primary as it is.


