I suppose if so many people actually bothered to read all that, I should read the responses.
Ok first, to address some things I maybe wasn't very clear on:
GreEn`mArine
By nerfing I meant ANY attempt to reduce the dominance of the nex. Usually by reducing the damage or refire rate but also anything else like ammo consumption.
When I talked about nerfing attempts giving the railwhore a bigger advantage, I meant that the changes have a greater impact on the railwhores' competitition while having less of an impact on the railwhore himself.
Rage_ATWM
Quote:I feel that this is a key-point in your argumentation, and I just don't get it.
For me, an additional argument is missing in your "while the cries that it's too powerful grow back to what they were before".
Why would this be inescapable?
It's not so much an argument as it is an observation. The majority of the post details a theory which explains the phenomenon observed and suggests (vaguely), what is needed to solve the problem. Hopefully a more detailed explanation of a solution I think would work, would make it clearer what I mean. *see 'solutions' below*
divVerent
I don't think an increase in the total effectiveness of the weapon needs to be avoided, for the same reason that reducing the effectiveness doesn't necessarily solve the problem. That's what I mean when I say that weapon effectiveness should not be seen as a one dimensional value. The nex is overpowered. Yet there are many players to whom the nex is useless because their aim simply isn't good enough. If something were to make the nex easier for them to use, but have no effect on the pros... that wouldn't make the problem worse, despite the fact that the nex would indeed be more effective a weapon overall.
Making the nex easier to use is not, in and of itself, my goal, but to solve the problem of nex dominance, you must recognize that any change will have greater or lesser impacts on the effectiveness of the weapon depending on who is using it. You must decrease the effectiveness of the nex most for those to whom it is most effective, less for those to whom it is less effective, and not at all for those to whom it is already too hard to use. Since even if you manage to have a greater nerfing effect on the railwhores, you're still likely to have some negative impact on lesser skilled players, that effect needs to be
compensated for with things like
tZork's beam thickness suggestion. Things which increase the effectiveness of the weapon more for less skilled players and less for those who have uncanny aim anyway.
I don't have a lot of experience with the CR, as I usually play on servers and maps without it. When I have used it, it's behavior seemed utterly random from firing single shots which didn't seem to land where I aimed, to barfing out all my ammo, to refusing to fire at all. Regardless, I don't know enough about it to honestly say Whether it's imbalanced in the first place let alone make suggestions pertaining to it. But I can comment on the things which you say 'balance' it. Specifically, most of them have something in common. They have a greater effect on those with less skill, and less effect on those with the most skill. If these functions are having any effect, it's to keep newb and intermediate players from competing with the experts. No I'm not saying that's a bad thing, but it's not keeping any railwhores at bay... I promise you that.
You said yourself The reload and burstfire timeout "puts you at a disadvantage
if you miss" So the more you miss, the more of a disadvantage it is, if you practice your aim, and rarely miss, then these 'balancing' factors have little effect on you. Ammo consumption is also of little consequence to railwhores. A player who relies on one weapon can and will memorize the location of all ammo and timerun it. If there isn't enough ammo for a determined player to abuse a particular, weapon, then there is nowhere near enough ammo for other players to use that weapon at all. The gravity effect you mention is also only a problem for players who don't have enough experience with the weapon to predict where their shot will land. If the shot is not hitscan however, that does indeed impact the railwhores more than the average player. I actually don't know if the CR is a projectile or if it's some kind of arcing hitscan effect. Of all the CR traits you specifically mentioned, only the inaccuracy at extreme ranges is something which has any possibility of inhibiting the railwhore problem in the slightest.
Solutions
The first and most obvious solution is to simply remove the nex. Obviously a last resort, but worth mentioning because it actually would work. The game would NOT simply become dominated by grenades in the same way. (can't be too sure about the CR though.) There really is a problem specific to railgun type weapons.
Then there's the charge up solution. If the nex had to be charged to use, then the time between a railwhores deadly shots could be increased without forcing a player who misses to wait for a full recharge. They would be able to choose how much time and ammo they want to invest in each shot. The gauss-gun from half-life springs to mind. It has the same characteristics so problematic in railguns. The high damage, the long range, the instant hit, the high accuracy. But last I checked it never took over the game the way the nex has. I think it's clear this is because of its charge-up nature. But not so fast... The gauss-gun is very different from the nex. I think it's fair to say that changing the nex to a gauss-gun would be the same as removing the nex and then adding a gun with the same name to pretend you didn't remove it. It would solve the problem but, again, it should be a last resort.
So, if the gauss-gun has the same high damage, long range, instant hit, and high accuracy as the nex, yet is a completely different weapon... then just what is it, that makes it so different from the nex? ...and can it be changed to make it more like the nex without gaining the domination the nex has over other weapons?
1) The gauss-gun fires by releasing the trigger.
Here, I could not be more in agreement with
divVerent. There's something just so sloppy and unintuitive about releasing the trigger to fire. Even when you get used to it so it doesn't screw up your timing and aim, it's still annoying. It's
just wrong. If the nex worked this way, it wouldn't be the nex. Can this be corrected? Yes. Use one button to charge, and another to fire. Luckily the nex has a free firemode anyway (There's already a seperate zoom function, so I'd use 2ndary fire to charge it) I originally imagined that pressing the primary fire button when there is no charge should be a lightning-gun, but now that function seems to have been added to the electro (and I like it) so maybe something like a machinegun. The point is that primary fire would shoot a continuous stream at the rate the gun normally charges it, effectively emulating making tiny charges and shooting them very rapidly. Given the ability to charge to any level, some players will choose to do that anyway, I figured primary fire with no charge should just do that for them.
2) As a result of #1, when charging the gauss-gun, players must choose to fire or keep charging, and eventually they are simply forced to fire or take damage from it overloading. When a player charges the nex, they should not be forced to fire it. You should be able to behave exactly as if it were the current nex. Once it's ready to fire, you can fire immediately or keep it ready to fire when you want to. You should even be able to switch weapons and return to the nex without losing the charge. Fix #1 and this becomes no problem.
3) As a result of #2 The gauss-gun must be charged when it's needed. You can't charge it up ahead of time and then have it ready when you need it. Preserving nex characteristics in the cases of #1 and #2 would eliminate this, but here we have a problem. If you've been paying attention you should recognise this characteristic as something which hinders railwhores more than the average player and thus, we might need to keep it this way to keep railwhores from dominating. It's hard to say how much this one thing contributes to the balanced nature of the gauss-gun. If #1 and #2 are kept in line with the nex's characteristics, then #3 may need to be re-instituted in at least a limited fashion through other means.
So now we're talking about a weapon which can be used in almost exactly the same way as the nex can, only instead of firing, then waiting for it to be ready to fire again... you fire, then hold the 2ndary fire button to make it ready to fire again. (and those who loved the nex reload bug can hardly complain too much about that chore) Plus you have the option of firing a lower power shot whenever you need it. Fans of the nex will almost certainly use this weapon pretty much the same as they use the nex now, while those who before, would have missed and then been killed before they could fire again, can now fire lower power shots at whatever rate they feel like. The rate of charge can be tweaked for balance now without having to worry about leaving the majority of players holding a useless gun whenever they miss. You can even make the charge time non-linear. That is, make charging to twice the damage, take more than twice as long. And similarly, make twice the charge take more than twice the ammo. Since this has greater effect on the high damage shots which pay off more for railwhores, it can discourage railwhoring while retaining the usefullness of the nex to the average player.
Even with all of that however, I suspect it might not be enough without that 3rd gauss-gun characteristic, or at least something like it. So I further suggest that the charge in a nex should gradually decay. I admit, it would significantly change the function, and the 'feel' of the nex. It's a compromise between the current nex, where once it's ready to fire it'll always be ready, and the gauss-gun characteristic of having to charge right when you need it. The rate of decay should be proportional to the charge itself so that high charges decay quickly but then the decay slows so the nex can still deliver a significant blast even if it's been decaying for some time. This way, players can charge it up well ahead of time to use it like the nex, but the further they charge it up, and the longer the time before they use it, the less efficient it is, so in order to have the gun always charged to a lethal level, you have to keep topping up the charge, spending more time charging, and spending more ammo. This will have little effect on players who miss more frequently and who therefore are often charging in battle right when they need to shoot anyway.
On top of all of that, a thicker beam would certainly help too. I can't believe I didn't think of it myself... but then that's why I made this thread in the first place.