12-13-2017, 03:26 PM
(This post was last modified: 01-22-2018, 01:22 PM by Smilecythe.)
DOWNLOAD CFGs HERE: https://www.dropbox.com/s/mldogl5apr2k11...3.zip?dl=0
Packer generously lent me space in his servers to test run an experimental ruleset. You can test it in pickup and duel (pacman, fps, wtwrp) servers. To enable the changes use the vote "vcall vodka" and vote it again if you change game modes. EDIT: You can also now play it on Hub servers with same vote.
So to the point, here's the changes:
Packer generously lent me space in his servers to test run an experimental ruleset. You can test it in pickup and duel (pacman, fps, wtwrp) servers. To enable the changes use the vote "vcall vodka" and vote it again if you change game modes. EDIT: You can also now play it on Hub servers with same vote.
So to the point, here's the changes:
- synced weaponswitch/delay across all weapons (comboing is now consistent)
- weapon self damage changed from 65% to 100%
- machinegun reload removed
- electro primary normal/combo radius are now both 100
- electro combo/secondary damage are now both 50
- electro combo/secondary radius are now both 200
- crylink secondary is now a single 25-100 dmg projectile
- crylink secondary radius changed from 100 to 25
- crylink secondary refire changed from 0.7 to 1
- crylink secondary uses 6 ammo
- vortex nerfed (60dmg), charge removed
- vortex fire rate changed from 1.5 to 1.2
- vortex push force changed from 400 to 250
- devastator buffed (25-100dmg)
- devastator fire rate changed from 1.1 to 1.2
- devastator detonation nerfed (25-50dmg)
- devastator radius changed from 110 to 125
- devastator uses 6 ammo
- health regen removed
- health rot is now linear ~1hp/s and starts 5 seconds after last pickup
- armor rot same as above
- instant spawning, delay up to 5 sec
- random spawn location
- no additional changes to weapons: blaster, shotgun, mortar, hagar
- blaster primary edge damage changed from 10 to 15
- shotgun solidpenetration removed
- shotgun primary refire changed from 0.75 to 0.7
- shotgun melee damage changed from 70 to 60
- shotgun melee refire changed from 1.25 to 1
- shotgun melee range changed from 120 to 90
- shotgun melee force changed from 200 to 400
- machinegun solidpenetration removed
- machinegun spread values "halved"
- machinegun damage 9
- machinegun burst 4
- mortar primary/secondary micro-buff 30-60dmg
- mortar primary/secondary refire now both 0.7
- electro primary force 100
- electro primary radius 0
- electro primary comboradius 200
- electro combo radius back to default
- electro combo buff 40-120dmg
- electro combo/secondary force 300
- electro secondary buff 20-80dmg
- electro secondary now shoots single shots
- electro secondary lifetime 2
- electro secondary speed_up switched from 200 to 80 (feels easier to control their placement)
- crylink secondary edgedamage 15
- crylink secondary refire 1.2
- crylink secondary consumes 8 ammo (each weapon/ammo pickup provides 5 shots)
- vortex compromise-buff 65dmg
- vortex consumes 4 ammo
- hagar primary/secondary speed now both 2200
- devastator micronerf 25-90dmg
- devastator consumes 8 ammo (each weapon/ammo pickup provides 5 shots)
- falling damage is now 0 (was too random/inconsistent anyway)
- strength damage 4
- strength force 1 (so you don't get pasted on the skybox in space maps)
- shield protection 75%
- machinegun ammo from weapons: 35
- machinegun ammo from ammo-pickup: 65
- machinegun ammo max: 150
- cells ammo from weapons: 40
- cells ammo from ammo-pickup: 40
- cells ammo max: 160
- Crylink secondary refire changed from 1.2 to 0.8
- Shotgun refire changed from 0.7 to 0.6
- Shotgun spread changed from 0.12 to 0.1
- Shotgun bullets changed from 12 to 8
- Shotgun damage changed from 48 to 40
- Arc primary delay removed (kinda messes up the weaponswitch consistency, but I didn't see other way)
- Arc primary has less bending and is more accurate now
- Arc primary damage buffed from 100 to 140 (I don't know how the damage is calculated here, but it's stronger now)
- Arc secondary shoots bolts ala hagar (2 ammo per shot)
- Arc secondary speed changed from 2300 (hagar default) to 3000
- Self damage changes are to equalize splash fights. In my opinion splash should deal equal amount of damage to both shooter and target, given the radius is equal.
- Weaponswitch changes are to emphasize Xonotic's weapon comboing traits, which I think makes Xonotic unique from other arenaFPS. In general, I want there to be more incentive to use multiple weapons instead of just one.
- Machinegun reload removed because I think it's inconsistent with rest of the weapons.
- Electro changes are to reduce spam and increase application in area denial independent of the combo feature.
- Crylink changes are to just have another useful long range weapon for combos. Similar to how there's essentially "two rocket launchers" for close range.
- Vortex changes are to reduce it's over use and make it harder to win fights with Vortex only. Vortex may be weaker, but it still plays important role in tying combos together.
- Devastator changes are to give incentive to NOT detonate rockets midair, but can still do it with reduced reward. It's stronger when you hit direct hits, but weaker when you hit around your opponent.
- Health/Armor changes are to give higher reward to health/armor pickups. Current rot rates drops the value of mega items too much in my opinion.
- Spawn changes are an effort to minimize spawn killing and scenario repetition.