Kinda continuing the last post which I could find which has here https://forums.xonotic.org/showthread.php?tid=8121
NOTE: in terms of testing any vortex variables yourself please be aware that there is a bug that in the recent autobuilds charging looks to take twice as long when comparing to 0.8.2 stable release. For example charge limit 1, charge rate 0.2, charge start 0 should take 5 seconds to go from 0% charge to 100% charge with the 20% charge gained per second rate which is the case for stable but for some reason on autobuild it takes 10 seconds. Please be aware of this when testing any variables yourself or discussing variables with others. I do not know what causes or caused this change.
EDIT: I've been told that the difference in charge time was due to g_balance_vortex_charge_always which was implemented 2.5 years ago AFTER stable release(it does not work in the stable at all) which makes vortex charging take twice as long if enabled. I brainfarted and forgot to include this cvar in the proposed changes where I meant to have it, it is now there. I also removed g_balance_vortex_charge_start from the proposed changes after learning that it infact does not affect the amount of charge vortex begins to recharge with after having fired, it only changes how much charge vortex has when it's freshly picked off the ground or a player (re)spawns with the vortex. This is not something which is a major factor in current vortex balancing.
I would like to propose the following cvarchanges
g_balance_vortex_charge_always 1
(g_balance_vortex_charge_limit 1 as it is)
g_balance_vortex_charge_rate 0.6 -> g_balance_vortex_charge_rate 0.4 (effective charge rate is halved by g_balance_vortex_charge_always 1, use 0.2 if you wish to see the charge rate I propose without having always charging on for some reason)
for a total of 5s recharge time
(g_balance_vortex_charge_mindmg 40 as it is)
(g_balance_vortex_primary_damage 80 as it is)
Currently no other weapon is capable to the same amount of DPS at long range and vortex stands alone at the top, completely uncontested. I would like to propose these changes to make the vortex's uncontested position not as strong to encourage the use of other weapons more but to not remove vortex's role as the railgun capable of long range domination completely. The changes would mostly only impact rapid firing of the vortex without the usage of other weapons.
Currently in autobuild:
If vortex is used alone to fire shots one after another as fast as possible the damage per shot is 76 damage per 1.5 seconds.
If vortex is used while comboing the damage which vortex does per shot is 59.
With these cvar changes in autobuild:
If vortex is used alone to fire shots one after another as fast as possible the damage per shot would drop to 52 (from 76) damage per 1.5 seconds.
Damage when shot while comboing back and forward with a single weapon (with 0.3 animation time and 0.2 drop and raise time) would also drop to 52 (from 59) vortex damage per 1.6 seconds (vortex shot was just shot before, start of the cycle, 0.5 anim, 0.2 drop vortex, 0.2 raise another weapon, fire another weapon with 0.3 anim, drop another weapon 0.2, raise vortex 0.2, fire vortex to end the cycle).
Damage when shot while comboing in a triangle with 2 other weapons in a circular cycle would be basically the same as now with 58 (58 vs. 59 is basically hair splitting, identical) vortex damage per 2.2 seconds (vortex shot was just shot before, start of the cycle, 0.5 anim, 0.2 drop vortex, 0.2 raise weapon1, fire weapon1 with 0.3 anim, drop weapon1 0.2, 0.2 raise weapon2, fire weapon2 with 0.3 anim, drop weapon2 0.2, raise vortex 0.2, fire vortex to end the cycle).
Damage after having vortex in your pockets for 5 seconds for it to be fully charged would be the same 80 damage which people love to poke with in duels.
TL;DR Currently it's possible to have first shot be from 59 to 80 damage depending on if you remembered to hold vortex in your hand while out of combat. With these changes first shot after not having fired vortex for 5 seconds would always be 80 damage now and would reward hitting the first vortex shot with good aim. Only holding vortex firing would drop in DPS, comboing between vortex and another weapon would receiving a tiny barely noticeable damage nerf, comboing with vortex and 2 other weapons in a circular cycle would be the same as before.
And as we all know the knockback for vortex is way too high, completely blasting people off the maps unless they are moving towards the shooter and a vortex shot will also almost always stop all momentum or even sends backwards anyone trying to get closer to the vortex user making it impossible to engage a good vortex user with jumping horizontally from a wall with blaster or devastator making it only possible to ambush them. Ambushing isn't an option in open maps so the only option is to resort to vortex vs. vortex hide and peek fights.
g_balance_vortex_primary_force 400 -> g_balance_vortex_primary_force 200
NOTE: in terms of testing any vortex variables yourself please be aware that there is a bug that in the recent autobuilds charging looks to take twice as long when comparing to 0.8.2 stable release. For example charge limit 1, charge rate 0.2, charge start 0 should take 5 seconds to go from 0% charge to 100% charge with the 20% charge gained per second rate which is the case for stable but for some reason on autobuild it takes 10 seconds. Please be aware of this when testing any variables yourself or discussing variables with others. I do not know what causes or caused this change.
EDIT: I've been told that the difference in charge time was due to g_balance_vortex_charge_always which was implemented 2.5 years ago AFTER stable release(it does not work in the stable at all) which makes vortex charging take twice as long if enabled. I brainfarted and forgot to include this cvar in the proposed changes where I meant to have it, it is now there. I also removed g_balance_vortex_charge_start from the proposed changes after learning that it infact does not affect the amount of charge vortex begins to recharge with after having fired, it only changes how much charge vortex has when it's freshly picked off the ground or a player (re)spawns with the vortex. This is not something which is a major factor in current vortex balancing.
I would like to propose the following cvarchanges
g_balance_vortex_charge_always 1
(g_balance_vortex_charge_limit 1 as it is)
g_balance_vortex_charge_rate 0.6 -> g_balance_vortex_charge_rate 0.4 (effective charge rate is halved by g_balance_vortex_charge_always 1, use 0.2 if you wish to see the charge rate I propose without having always charging on for some reason)
for a total of 5s recharge time
(g_balance_vortex_charge_mindmg 40 as it is)
(g_balance_vortex_primary_damage 80 as it is)
Currently no other weapon is capable to the same amount of DPS at long range and vortex stands alone at the top, completely uncontested. I would like to propose these changes to make the vortex's uncontested position not as strong to encourage the use of other weapons more but to not remove vortex's role as the railgun capable of long range domination completely. The changes would mostly only impact rapid firing of the vortex without the usage of other weapons.
Currently in autobuild:
If vortex is used alone to fire shots one after another as fast as possible the damage per shot is 76 damage per 1.5 seconds.
If vortex is used while comboing the damage which vortex does per shot is 59.
With these cvar changes in autobuild:
If vortex is used alone to fire shots one after another as fast as possible the damage per shot would drop to 52 (from 76) damage per 1.5 seconds.
Damage when shot while comboing back and forward with a single weapon (with 0.3 animation time and 0.2 drop and raise time) would also drop to 52 (from 59) vortex damage per 1.6 seconds (vortex shot was just shot before, start of the cycle, 0.5 anim, 0.2 drop vortex, 0.2 raise another weapon, fire another weapon with 0.3 anim, drop another weapon 0.2, raise vortex 0.2, fire vortex to end the cycle).
Damage when shot while comboing in a triangle with 2 other weapons in a circular cycle would be basically the same as now with 58 (58 vs. 59 is basically hair splitting, identical) vortex damage per 2.2 seconds (vortex shot was just shot before, start of the cycle, 0.5 anim, 0.2 drop vortex, 0.2 raise weapon1, fire weapon1 with 0.3 anim, drop weapon1 0.2, 0.2 raise weapon2, fire weapon2 with 0.3 anim, drop weapon2 0.2, raise vortex 0.2, fire vortex to end the cycle).
Damage after having vortex in your pockets for 5 seconds for it to be fully charged would be the same 80 damage which people love to poke with in duels.
TL;DR Currently it's possible to have first shot be from 59 to 80 damage depending on if you remembered to hold vortex in your hand while out of combat. With these changes first shot after not having fired vortex for 5 seconds would always be 80 damage now and would reward hitting the first vortex shot with good aim. Only holding vortex firing would drop in DPS, comboing between vortex and another weapon would receiving a tiny barely noticeable damage nerf, comboing with vortex and 2 other weapons in a circular cycle would be the same as before.
And as we all know the knockback for vortex is way too high, completely blasting people off the maps unless they are moving towards the shooter and a vortex shot will also almost always stop all momentum or even sends backwards anyone trying to get closer to the vortex user making it impossible to engage a good vortex user with jumping horizontally from a wall with blaster or devastator making it only possible to ambush them. Ambushing isn't an option in open maps so the only option is to resort to vortex vs. vortex hide and peek fights.
g_balance_vortex_primary_force 400 -> g_balance_vortex_primary_force 200