04-13-2012, 11:08 PM
(Disclaimer: I am not a dev, just a player, so my opinion on gameplay should be modified accordingly).
Just finished playing some 0.6 and while it is greatly improved on 0.5, I still have some gripes (that may be mine alone) about general game play and some thumbs up.
Gripes first:
1. Weapons:
a) Mortar secondary, doesn't really work. I still prefer the slow moving bouncing grenades that can be used as an ambush weapon or to lay down retreat cover, or to flush out players from corridors and nooks.
b) Electro secondary. Similar to mortar above. Using it as an offensive weapon doesn't really work as the player movement is so fast now, by the time you've laid down 3 electro balls and detonated them, the enemy is long gone.
c) Hagar secondary. Takes too long to load up and the spread is too high. Could be useful as an ambush weapon, but yet to experience that against human players.
d) Rocket. Takes a LOT of practice to be useful, the extra speed makes air control difficult, and the tiny splash radius makes it impossible to 'fire and forget' at corners quake style. In fact, it makes it useless as a splash weapon generally.
e) Following on from (d), all splash radii seem to have contracted even more than 252 nexuiz, and combined with the lightening player speed, makes the splash weapons (except the mortar, which is brutal fast), .... difficult to use. Maybe that was the intention?
f) The Uzi would be awesome if the tracers had longer tails. It would then be a little like a LG, but still it's own unique weapon. But that's just like, my opinion man.
2. Physics
a) Is there some reason why you lose forward speed when you are in the air? Is the air denser at higher altitudes, causing more air resistance?
b) Is the greater air resistance at higher altitudes the reason why when you are launched in the air by weapon splash (push), it slows you down?
c) Is this intentional? Was there a reason behind it? I seem to recall FruitieX complaining about fast rabbits (who get speed with laser) making flag runs, was that the motivation?
d) Gravity still seems a little 'floaty'. I remember how much time and practice it took me to get the jumps right on Soylent in nex 242 physics, now I just aim and hold space bar down. On the flip side, floating in the air for so long makes you an easy target
e) Is the long term plan to move Xonotic in the direction of Defrag? I admit I have fun bunny hopping around maps quickly, but the weapons just seems to be a distraction. It feels like the devs can't decide if Xonotic is an arena shooter or a race game with weapons.
Thumbs up!
1) Textures and rendering. Many of the new maps look absolutely gorgeous. I played a platform map last night and the metallic textures and the light rendering were breath taking. I had to stop and look (while getting shot).
2) Items and weapons. Health and armour look great. Flags look awesome. Love the new laser, nex and machine gun.
3) Terrains. Love the new terrains, but not many maps that really take advantage of them (well, not that I have seen anyway).
Overall, the look and feel of the game is very professional, but I struggle a lot with the game play. If you are not going for a broad based appeal for a wide audience, then I guess it's fine as it is. I think the learning curve is too steep for new players, and attention spans are short, especially when quake live is free to play.
Food for thought?
M4CE
Just finished playing some 0.6 and while it is greatly improved on 0.5, I still have some gripes (that may be mine alone) about general game play and some thumbs up.
Gripes first:
1. Weapons:
a) Mortar secondary, doesn't really work. I still prefer the slow moving bouncing grenades that can be used as an ambush weapon or to lay down retreat cover, or to flush out players from corridors and nooks.
b) Electro secondary. Similar to mortar above. Using it as an offensive weapon doesn't really work as the player movement is so fast now, by the time you've laid down 3 electro balls and detonated them, the enemy is long gone.
c) Hagar secondary. Takes too long to load up and the spread is too high. Could be useful as an ambush weapon, but yet to experience that against human players.
d) Rocket. Takes a LOT of practice to be useful, the extra speed makes air control difficult, and the tiny splash radius makes it impossible to 'fire and forget' at corners quake style. In fact, it makes it useless as a splash weapon generally.
e) Following on from (d), all splash radii seem to have contracted even more than 252 nexuiz, and combined with the lightening player speed, makes the splash weapons (except the mortar, which is brutal fast), .... difficult to use. Maybe that was the intention?
f) The Uzi would be awesome if the tracers had longer tails. It would then be a little like a LG, but still it's own unique weapon. But that's just like, my opinion man.
2. Physics
a) Is there some reason why you lose forward speed when you are in the air? Is the air denser at higher altitudes, causing more air resistance?
b) Is the greater air resistance at higher altitudes the reason why when you are launched in the air by weapon splash (push), it slows you down?
c) Is this intentional? Was there a reason behind it? I seem to recall FruitieX complaining about fast rabbits (who get speed with laser) making flag runs, was that the motivation?
d) Gravity still seems a little 'floaty'. I remember how much time and practice it took me to get the jumps right on Soylent in nex 242 physics, now I just aim and hold space bar down. On the flip side, floating in the air for so long makes you an easy target
e) Is the long term plan to move Xonotic in the direction of Defrag? I admit I have fun bunny hopping around maps quickly, but the weapons just seems to be a distraction. It feels like the devs can't decide if Xonotic is an arena shooter or a race game with weapons.
Thumbs up!
1) Textures and rendering. Many of the new maps look absolutely gorgeous. I played a platform map last night and the metallic textures and the light rendering were breath taking. I had to stop and look (while getting shot).
2) Items and weapons. Health and armour look great. Flags look awesome. Love the new laser, nex and machine gun.
3) Terrains. Love the new terrains, but not many maps that really take advantage of them (well, not that I have seen anyway).
Overall, the look and feel of the game is very professional, but I struggle a lot with the game play. If you are not going for a broad based appeal for a wide audience, then I guess it's fine as it is. I think the learning curve is too steep for new players, and attention spans are short, especially when quake live is free to play.
Food for thought?
M4CE