01-03-2011, 06:18 AM
(This post was last modified: 01-03-2011, 06:42 AM by Lee_Stricklin.)
Like I said in another post, this is from my point of view so no matter how fair I try to be, it will mostly likely be biased in some way. Anyway, I still think this will be useful to post as it gives a better description of what I think of balanceFruit/Fruitphys and how I ended up with balanceLeeStrickln/ModifiedFruitphys. Now, for an all so freakin' huge wall-of-text.
balanceFruit/Fruitphys
-------------------------------------
Overview: You've altered the game tremendously with both good and bad changes. There's quite a bit of good, but it's buried deep under all of the bad. I've seen maps broken by this config as well which is not good.
Movement/physics: Feels like Call of Duty until you start bunnyhopping and the transition between run to bunnyhop is frickin' ridiculous to the point where you basically have to hop every inch of any given map if don't want to be immobilized. Speed up the run speed to something we're more familiar with and do something about that ridiculous gap (2.5 probably got it right). Fall damage is also annoying, maybe make it more forgiving without stripping it completely? Those things are holding an otherwise amazing physics file back. Jumping would probably need to be tweaked as well so that it feels right if the run speed is increased. Believe it or not yours actually seems like it would be more annoying for newcomers due to it being hard to move.
Health and armor systems: It's now a royal pain in the you know what to grab an enemy's resources or stack yourself for a fight. So hard in fact, that if there aren't any megas camping actually becomes viable strategy due to the difficulty/lack of incentive to grab health. The caps have also failed to improve teamplay.
Weapon Switching: Too irritating to combo for me to even put in the effort of doing so.
Weapon Fire Rates: Too slow for the most part with the exception of the machine gun (which is over the top) and HLAC (which seems perfect).
Laser (Blaster): P E R F E C T- DO NOT MESS WITH IT
Shotgun: The amount of pellets this thing spits out is a bit questionable. While it makes it more like a "real" shotgun, it makes it a balancing nightmare due to it having to become excessively weak (even useless) at medium ranges and beyond while being absolutely lethal at close and point blank ranges. Not a fan of the slow fire rate either, especially since all the old ones (2.4's especially) fired a hell of a lot faster and the current model looks like a three-barreled street-sweeper. The melee is pretty cool and was implemented under my file as well.
Machine Gun: Primary fire rate is ridiculous. Don't know whether I'm for or against the secondary burst fire. I guess it's just a personal preference depending on player, but since the old slow-fire mode was more familiar I stuck with that one in my balance.
Crylink: Broken in my opinion, but there's hope for it. The twist you put on the primary is interesting, but needs tweaking so that most can just pick up and use the weapon. The HLAC already has something that is WAY TOO SIMILAR to the secondary. Maybe this would be a good weapon to move the lightning secondary to?
Mortar (Grenade Launcher): Secondary nades seem a bit heavy, but I'll probably get used to that. Not too big of an issue really.
Hagar: Not liking this one. It seemed like a good idea to make it more effective for taking down aerial targets. Unfortunately it's useless in too many situations where it should be useful (really hard to pin somebody to a wall now) and absolutely deadly in situations where it shouldn't be (it's a berserk weapon now).
Electro: Rage Guy FFFFFUUUUUUUUU- Fruitiex, you broke it. The secondary is now USELESS and the primary doesn't feel right. Should definitely restore this weapon.
Rifle (Sniper Rifle/Carbine): OK so what exactly does the secondary do? In my opinion a panic fire like what was in previous Nexuiz releases (and like the one in my file) would be better. Make it act more like a carbine as opposed to a sniper rifle and it should be fine, even if it shares a range of effectiveness with the nex.
Nex (Long Bow/Railgun): Gear it to long-extreme range, else we have a balancing nightmare on our hands. Also the charge feature still needs some work, maybe something similar to Halo's plasma pistol? Don't know, but if your up to it, it's worth a try. It should definitely cost ammo to charge though.
Rocket Launcher: Might as well get rid of the guided feature given how useless it is now that the rockets have been sped up more like 2.3's.
HLAC (Portable Spam Factory): Looks like an HLAC, acts like an HLAC. Got no complaints here
Mine Layer: I'll need to toy around with this a bit more.
T.A.G. Seeker: Same as mine layer, I'll need to toy around with it a bit more.
FIREBALL!11!!one!: Doesn't really matter how messed up it is since it isn't used yet. It's totally screwed up under my file.
balanceLeeStricklin/ModifiedFruitphys
-------------------------------------
Overview: Designed to preserve what made me fall in love with Nexuiz in the first place and later brought in features introduced by you as well as sane caps (with limits copy/pasted from your file actually). Under this file nothing really sits still for very long do to you wanting to loot the arena most of the time and effective weapons draining ammo fast. There also isn't a single map that I know of that's been broken under this config, outside of ones that REQUIRE the old step height (such as Block Scape).
Movement/physics: Initially intended to emulate Nexuiz 2.4.2 and then later changed to what it is now. Currently this is built off of a lightly modified fruitphys file mostly with the run speed, jump, and acceleration changed. It allows you to mix and match different movements where you see fit. An example of this would be me using bunnyhopping to cruise, running to fight, and jumping to dodge. Most of this (outside of cruising) isn't really doable under your config. In spite the higher speed, this may be more noob friendly due to it being easier to get around the arenas.
Health and armor systems: eh hehehe... It's a rather ridiculous setup, but daaamn does it work! You spawn with 200 health, it rots down to 100, but can be stacked to 300. From the second you spawn you have incentive to move around the arenas and grab what you can. It is strictly a skill contest as to who gets scraped off the walls and who gets out of the arena in one piece. Spawn kills don't come easy, but at the same time it's equally hard to take down someone who's been in the arena for some time. The armor isn't as ridiculous as health and a bit more straightforward. You can stack that to 200 stable and 250 with rot.
Weapon Switching: COMBO WHORING! Only the nex has a slight delay in it, but it's EXTREMELY subtle and not noticeable. The subtle delayed is used with the fire delay to prevent the weapon from being abused like it was in Nexuiz, but doesn't destroy combo possibilities with it.
Weapon Fire Rates: Closer to what they were in Nexuiz 2.4.2.
Laser (Blaster): Movement-I thought it was good... Until I saw the new one you have. I'll be trying to replicate that. As a weapon-This can also be used as a force weapon and is still effective for fighting if you don't have anything more precise than a shotgun, but just about any other weapon will dominate over it so it should only be used in the rare occasions where it's most useful or as a last resort weapon.
Shotgun: Basically an anti-suck version of 2.4's shotgun. That melee made balancing the weapon easy and is pretty kick ass when used right. This is mostly an all-around weapon that doesn't dominate a particular situation, but is pretty useful no matter what. It will keep you alive long enough to grab other guns.
Machine Gun: Acts mostly like it did in previous versions of Nexuiz. The main difference is that it has negative force which pulls players a little with each shot.
Crylink: Mostly like it was in 2.5, but the primary was given an extra bounce.
Mortar (Grenade Launcher): Tweaked the secondary to fire slightly faster to give more incentive to use it. When done properly, you can setup a small trap by using the secondary and then using the primary. It's a skill that comes rather quickly.
Hagar: Mostly like how it was in the past, but chews up ammo at an alarming rate.
Electro: Only real difference is that I made the secondary stutter a bit to make it feel like your stressing the weapon. There's also a delay in detonating the balls that I don't know how ended up in the file, but I'll live with it as it seems to actually be balanced better this way.
Rifle (Sniper Rifle/Carbine): Geared mostly as a carbine/scout weapon. Primary fires a powerful, yet hard to land shot. Head shot does extra damage. The secondary is a panic fire that can unload a magazine quickly, but does DRASTICALLY less damage. That's mostly used for when you get rushed so that you can do some damage before readying another weapon. Secondary is also useful as a finisher as well.
Nex (Long Bow/Railgun): Currently needs some work, because it's too weak. However this was geared as a long-extreme range weapon where the rifle was geared more like a carbine/scout weapon for medium-long range. Requires an entirely different skill set than the rifle. If you have the skill, it's a good combo weapon. Any other time though it's suicide to use this at anything less than medium-long range.
Rocket Launcher: Acts mostly like it did in the past, but you do more damage (only a little though, I think 15 is the exact value) with a direct hit as opposed to a detonated rocket.
HLAC (Portable Spam Factory): Looks like an HLAC, acts like an HLAC.
Mine Layer: Did almost nothing to this and was surprised how well it played under my file. Don't see any need to tweak it more.
T.A.G. Seeker: Need to increase damage.
FIREBALL!11!!one!: Didn't really touch, but plan to do so if/when it's finished.
balanceFruit/Fruitphys
-------------------------------------
Overview: You've altered the game tremendously with both good and bad changes. There's quite a bit of good, but it's buried deep under all of the bad. I've seen maps broken by this config as well which is not good.
Movement/physics: Feels like Call of Duty until you start bunnyhopping and the transition between run to bunnyhop is frickin' ridiculous to the point where you basically have to hop every inch of any given map if don't want to be immobilized. Speed up the run speed to something we're more familiar with and do something about that ridiculous gap (2.5 probably got it right). Fall damage is also annoying, maybe make it more forgiving without stripping it completely? Those things are holding an otherwise amazing physics file back. Jumping would probably need to be tweaked as well so that it feels right if the run speed is increased. Believe it or not yours actually seems like it would be more annoying for newcomers due to it being hard to move.
Health and armor systems: It's now a royal pain in the you know what to grab an enemy's resources or stack yourself for a fight. So hard in fact, that if there aren't any megas camping actually becomes viable strategy due to the difficulty/lack of incentive to grab health. The caps have also failed to improve teamplay.
Weapon Switching: Too irritating to combo for me to even put in the effort of doing so.
Weapon Fire Rates: Too slow for the most part with the exception of the machine gun (which is over the top) and HLAC (which seems perfect).
Laser (Blaster): P E R F E C T- DO NOT MESS WITH IT
Shotgun: The amount of pellets this thing spits out is a bit questionable. While it makes it more like a "real" shotgun, it makes it a balancing nightmare due to it having to become excessively weak (even useless) at medium ranges and beyond while being absolutely lethal at close and point blank ranges. Not a fan of the slow fire rate either, especially since all the old ones (2.4's especially) fired a hell of a lot faster and the current model looks like a three-barreled street-sweeper. The melee is pretty cool and was implemented under my file as well.
Machine Gun: Primary fire rate is ridiculous. Don't know whether I'm for or against the secondary burst fire. I guess it's just a personal preference depending on player, but since the old slow-fire mode was more familiar I stuck with that one in my balance.
Crylink: Broken in my opinion, but there's hope for it. The twist you put on the primary is interesting, but needs tweaking so that most can just pick up and use the weapon. The HLAC already has something that is WAY TOO SIMILAR to the secondary. Maybe this would be a good weapon to move the lightning secondary to?
Mortar (Grenade Launcher): Secondary nades seem a bit heavy, but I'll probably get used to that. Not too big of an issue really.
Hagar: Not liking this one. It seemed like a good idea to make it more effective for taking down aerial targets. Unfortunately it's useless in too many situations where it should be useful (really hard to pin somebody to a wall now) and absolutely deadly in situations where it shouldn't be (it's a berserk weapon now).
Electro: Rage Guy FFFFFUUUUUUUUU- Fruitiex, you broke it. The secondary is now USELESS and the primary doesn't feel right. Should definitely restore this weapon.
Rifle (Sniper Rifle/Carbine): OK so what exactly does the secondary do? In my opinion a panic fire like what was in previous Nexuiz releases (and like the one in my file) would be better. Make it act more like a carbine as opposed to a sniper rifle and it should be fine, even if it shares a range of effectiveness with the nex.
Nex (Long Bow/Railgun): Gear it to long-extreme range, else we have a balancing nightmare on our hands. Also the charge feature still needs some work, maybe something similar to Halo's plasma pistol? Don't know, but if your up to it, it's worth a try. It should definitely cost ammo to charge though.
Rocket Launcher: Might as well get rid of the guided feature given how useless it is now that the rockets have been sped up more like 2.3's.
HLAC (Portable Spam Factory): Looks like an HLAC, acts like an HLAC. Got no complaints here
Mine Layer: I'll need to toy around with this a bit more.
T.A.G. Seeker: Same as mine layer, I'll need to toy around with it a bit more.
FIREBALL!11!!one!: Doesn't really matter how messed up it is since it isn't used yet. It's totally screwed up under my file.
balanceLeeStricklin/ModifiedFruitphys
-------------------------------------
Overview: Designed to preserve what made me fall in love with Nexuiz in the first place and later brought in features introduced by you as well as sane caps (with limits copy/pasted from your file actually). Under this file nothing really sits still for very long do to you wanting to loot the arena most of the time and effective weapons draining ammo fast. There also isn't a single map that I know of that's been broken under this config, outside of ones that REQUIRE the old step height (such as Block Scape).
Movement/physics: Initially intended to emulate Nexuiz 2.4.2 and then later changed to what it is now. Currently this is built off of a lightly modified fruitphys file mostly with the run speed, jump, and acceleration changed. It allows you to mix and match different movements where you see fit. An example of this would be me using bunnyhopping to cruise, running to fight, and jumping to dodge. Most of this (outside of cruising) isn't really doable under your config. In spite the higher speed, this may be more noob friendly due to it being easier to get around the arenas.
Health and armor systems: eh hehehe... It's a rather ridiculous setup, but daaamn does it work! You spawn with 200 health, it rots down to 100, but can be stacked to 300. From the second you spawn you have incentive to move around the arenas and grab what you can. It is strictly a skill contest as to who gets scraped off the walls and who gets out of the arena in one piece. Spawn kills don't come easy, but at the same time it's equally hard to take down someone who's been in the arena for some time. The armor isn't as ridiculous as health and a bit more straightforward. You can stack that to 200 stable and 250 with rot.
Weapon Switching: COMBO WHORING! Only the nex has a slight delay in it, but it's EXTREMELY subtle and not noticeable. The subtle delayed is used with the fire delay to prevent the weapon from being abused like it was in Nexuiz, but doesn't destroy combo possibilities with it.
Weapon Fire Rates: Closer to what they were in Nexuiz 2.4.2.
Laser (Blaster): Movement-I thought it was good... Until I saw the new one you have. I'll be trying to replicate that. As a weapon-This can also be used as a force weapon and is still effective for fighting if you don't have anything more precise than a shotgun, but just about any other weapon will dominate over it so it should only be used in the rare occasions where it's most useful or as a last resort weapon.
Shotgun: Basically an anti-suck version of 2.4's shotgun. That melee made balancing the weapon easy and is pretty kick ass when used right. This is mostly an all-around weapon that doesn't dominate a particular situation, but is pretty useful no matter what. It will keep you alive long enough to grab other guns.
Machine Gun: Acts mostly like it did in previous versions of Nexuiz. The main difference is that it has negative force which pulls players a little with each shot.
Crylink: Mostly like it was in 2.5, but the primary was given an extra bounce.
Mortar (Grenade Launcher): Tweaked the secondary to fire slightly faster to give more incentive to use it. When done properly, you can setup a small trap by using the secondary and then using the primary. It's a skill that comes rather quickly.
Hagar: Mostly like how it was in the past, but chews up ammo at an alarming rate.
Electro: Only real difference is that I made the secondary stutter a bit to make it feel like your stressing the weapon. There's also a delay in detonating the balls that I don't know how ended up in the file, but I'll live with it as it seems to actually be balanced better this way.
Rifle (Sniper Rifle/Carbine): Geared mostly as a carbine/scout weapon. Primary fires a powerful, yet hard to land shot. Head shot does extra damage. The secondary is a panic fire that can unload a magazine quickly, but does DRASTICALLY less damage. That's mostly used for when you get rushed so that you can do some damage before readying another weapon. Secondary is also useful as a finisher as well.
Nex (Long Bow/Railgun): Currently needs some work, because it's too weak. However this was geared as a long-extreme range weapon where the rifle was geared more like a carbine/scout weapon for medium-long range. Requires an entirely different skill set than the rifle. If you have the skill, it's a good combo weapon. Any other time though it's suicide to use this at anything less than medium-long range.
Rocket Launcher: Acts mostly like it did in the past, but you do more damage (only a little though, I think 15 is the exact value) with a direct hit as opposed to a detonated rocket.
HLAC (Portable Spam Factory): Looks like an HLAC, acts like an HLAC.
Mine Layer: Did almost nothing to this and was surprised how well it played under my file. Don't see any need to tweak it more.
T.A.G. Seeker: Need to increase damage.
FIREBALL!11!!one!: Didn't really touch, but plan to do so if/when it's finished.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
Oh wait.