(04-26-2010, 09:12 AM)divVerent Wrote:Well i certainly like and use the laser switch allot in Nexuiz, Shotgun too. However the current shotgun is so effective nothing else is really a good idea at close range (cept maybe a nex-sg combo if your aim is true) This presents a tough balancing situation as you either make the sg shit and thus kill the close range weapon or just accept that a freshspawn can mow you down in seconds. The only other way i see to somewhat remedy this is much lower start ammo for sotty; but unless its under 4 shells it wont help the situation where you spawn on top of a target. Also without somehow limiting the start shotty, theres no much room for a 'super shotgun' (unless we where to make the sg not a start wep and maybe beef it a bit)(04-04-2010, 05:25 PM)tZork Wrote: Laser & Shotgun:Absolutely not, laser and SG should stay separate and laser secondary should also stay as is for fast switching.
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(04-26-2010, 09:12 AM)divVerent Wrote:Good point abt the ammo(04-04-2010, 05:25 PM)tZork Wrote: Machine gun & Camping rifle:Own ammo type not needed, no other gun shares that ammo type
...but this is essentially the existing camping rifle, with primary and secondary switched. Why not have primary exact, and secondary spam, like in the rifle? Different armor behaviour I agree with partially (it makes it impossible to know how much damage you CAN take).


(04-26-2010, 09:12 AM)divVerent Wrote:Why? I always found it stoooopid that those share ammo. The reasoning for them having separate types is it simply makes balancing maps (as for as ammo go) much easier.(04-04-2010, 05:25 PM)tZork Wrote: Grenade launcher:Why not, but ammo type should stay shared with RL.
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(04-26-2010, 09:12 AM)divVerent Wrote:Or maybe ignore z velocity if < 0, else it may accelerate ppl downwards to much(04-04-2010, 05:25 PM)tZork Wrote: Crylink:Should also drag down then, then sure, why not. Could make negative force generally mean reducing velocity
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(04-26-2010, 09:12 AM)divVerent Wrote:(04-04-2010, 05:25 PM)tZork Wrote: Electro:
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More combo damage, sure.
Even slower fire rate, no. It's slow enough as is.
(04-04-2010, 05:25 PM)tZork Wrote: Baseline is current release Nexuiz (not svn!)(current release electro's NOT slow)
Other ideas: Secondary stick to surfaces on first impact. Give primary some gravity making the electro more mortar like and removing mortar.
(04-26-2010, 09:12 AM)divVerent Wrote:Why should guiding should stay? Id like it gone since it makes this gun impossibly powerful, the trade-off would be lowering damage and im not to hot on that. As for the hagar, again assuming the base is Nexuiz release; the svn settings where never tried to any meaningful extent and should not be used as base for Xonotic IMO.(04-04-2010, 05:25 PM)tZork Wrote: Rocket launcher & Hagar:Guiding should stay as is, but maybe be weakened. Hagar, no idea. It's already a lost cause in the svn balance, removing it doesn't make it any worse.
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(04-26-2010, 09:12 AM)divVerent Wrote:Try binding it to a key close to your movement keys instead, even better (as you wont tense up your aim hand while holding zoom)(04-04-2010, 05:25 PM)tZork Wrote: Nex gun:I suppose many users insist on secondary being zoom. Personally I don't, I have that on the middle button.
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(04-26-2010, 09:12 AM)divVerent Wrote:Yeh good catch, perhaps a fusion / merge of the two as they are close already.(04-04-2010, 05:25 PM)tZork Wrote: HLAC:Beware, you may be duplicating the crylink
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(04-26-2010, 09:12 AM)divVerent Wrote:Again ammo availability is a important thing for map and weapon balance. Nexuiz failed miserably at this because of the 4-ammo-only policy. If nothing is done abt that its better to use no ammo (or maybe one ammo). Essentially Nexuiz ignored this very useful tool for balancing, imagine for example the nexgun having its own ammo type from the get-go; the issue and constant debate over that gun prly would never have happened as it simply would not have been possible to gobble up crylinks and electros (and their shared ammo packs) to feed the beast.(04-04-2010, 05:25 PM)tZork Wrote: Fireball:How it looks I don't care. But why do you want more ammo types? I consider it a very good thing that there is currently only 4+1 ammo types - it means you have to think about your ammo use more on well-made maps (with not excessive ammo on it).
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(04-27-2010, 12:09 AM)MDWGUNS Wrote: I like the refire times, but by introducing overheating the game is becoming very similar to Quake. Or does this issue not even register.Since when did quake have overheating?
(04-27-2010, 12:09 AM)MDWGUNS Wrote: But from what div is saying not much of what we are discussing will eventuate.Thats divVerent's take on the subject MDWGUNS, not some indisputable law. Or are some ppl not allowed to speak unless what they say are set in stone?

(04-27-2010, 12:09 AM)MDWGUNS Wrote: BTW are going to release the RAGE video sometime kojn? And why is it every time i ask that peoples general response is hahahaha?This is why: http://www.alienTRAP.org/forum/viewtopic...875#p75875 But to be fair, franco is the one you should ask; he took over that project afaik.