02-15-2012, 05:13 PM
A feature which i didn't see being discussed anywhere (sorry if i missed it) is the lowering of the push force on your opponent when you hit him.
Obvisouly, this has been lowered significantly as compared to nexuiz.
At nexuiz, this was ridiculously high, clearly.
At xonotic, this parameter modification has a huge consequence on the gameplay: this makes the game an endless spammy combo contest.
The reason is simple: you have an opponent in front of you, at close/medium range. You shot 10 times at him with RL, mortar, tuba, etc. and the opponent stays in front of you.
Punching ball effect guaranteed.
Just a (brilliant) illustration: http://www.youtube.com/watch?v=RiDMbld3fmE
At nexuiz, you shot lets say 1 rocket, your opponent flew away and it was much more difficult, long and exciting to finish him off.
I'm far to be against combos. It's delightful and brings a real identity to xonotic. I just feel that, currently, any close/medium range battle requires to shot 10 times in a row at 2 Hz if you want to stay alive.
This makes the game way too brutal.
An other negative side effect is that it's much more difficult to defend, because you cannot repulse a fully stacked opponent who pushes.
Again, the push at nexuiz was absurd. But there is probably some room to trade-off more wisely.
Obvisouly, this has been lowered significantly as compared to nexuiz.
At nexuiz, this was ridiculously high, clearly.
At xonotic, this parameter modification has a huge consequence on the gameplay: this makes the game an endless spammy combo contest.
The reason is simple: you have an opponent in front of you, at close/medium range. You shot 10 times at him with RL, mortar, tuba, etc. and the opponent stays in front of you.
Punching ball effect guaranteed.
Just a (brilliant) illustration: http://www.youtube.com/watch?v=RiDMbld3fmE
At nexuiz, you shot lets say 1 rocket, your opponent flew away and it was much more difficult, long and exciting to finish him off.
I'm far to be against combos. It's delightful and brings a real identity to xonotic. I just feel that, currently, any close/medium range battle requires to shot 10 times in a row at 2 Hz if you want to stay alive.
This makes the game way too brutal.
An other negative side effect is that it's much more difficult to defend, because you cannot repulse a fully stacked opponent who pushes.
Again, the push at nexuiz was absurd. But there is probably some room to trade-off more wisely.
Fat.bot.Slim