Test Play v1.2 settings on v1.1

Test Play v1.2 settings on v1.1

Postby qreeves » 10 Oct 2011, 12:56

Okay, so I've compiled a list of variable changes that will make v1.1 (Supernova Edition) act more like what we have planned in the next release (v1.2). Try them out, and provide feedback :)

{l Code}: {l Select All Code}
bleeddamage 3
bleedtime 3500
burndamage 3
burntime 3500
defendinterval 50
dominatepoints 1
enemybonus 1
firstbloodpoints 1
flamercollide1 70
flamercollide2 74
flamerdamage1 5
flamerdamage2 5
flamerexplode1 16
flamerexplode2 24
flamerflakcollide1 70
flamerflakcollide2 74
flamerflaktime2 3000
flamerpartsize1 16.0
flamerpartsize2 24.0
flamertime1 200
flamertime2 200
grenadecollide1 1173
grenadecollide2 1695
headshotpoints 1
impulsekickdelay 350
impulsemelee 0.75
impulseslip 350
plasmadamage1 15
plasmaexplode2 48
plasmahitpush2 -500.0
plasmapartsize2 24.0
plasmarelativity1 0.1
plasmarelativity2 0.1
plasmaspeed1 1500
plasmaspeed2 35
rifledamage1 35
rifleexplode1 36
riflehitpush1 200.0
riflehitpush2 300.0
riflelegsdmg1 0.3
riflelegsdmg2 0.3
riflepusharea 1.5
rifletorsodmg1 0.5
riflewhipdmg1 0.75
teambalance 1
teamkillpenalty 2
timelimit 15
weaponjamming 0
weaponjamtime 1000
zoomlock 0
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Re: Test Play v1.2 settings on v1.1

Postby ZeroKnight » 10 Oct 2011, 14:09

These look promising! Can't wait to test them out when I get home :)
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Re: Test Play v1.2 settings on v1.1

Postby fawstoar » 10 Oct 2011, 17:26

-Wasabi
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Re: Test Play v1.2 settings on v1.1

Postby orbitaldecay » 10 Oct 2011, 20:02

[Wazu] Public is now running with these variables. Hop on and give your feedback to Quin :)
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Re: Test Play v1.2 settings on v1.1

Postby Ulukai » 11 Oct 2011, 20:08

Tested on Wazu Public and I like it! Flamer is less dangerous now but still powerful enough. Some weapons might be more powerful imo, like the shotgun and the rifle given their slow firing rate.

Looking forward to v1.2!
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Re: Test Play v1.2 settings on v1.1

Postby qreeves » 11 Oct 2011, 22:29

Ulukai {l Wrote}:Tested on Wazu Public and I like it! Flamer is less dangerous now but still powerful enough. Some weapons might be more powerful imo, like the shotgun and the rifle given their slow firing rate.

I'm hoping I have finally fixed the flamer :)
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Re: Test Play v1.2 settings on v1.1

Postby fawstoar » 11 Oct 2011, 23:01

qreeves {l Wrote}:
Ulukai {l Wrote}:Tested on Wazu Public and I like it! Flamer is less dangerous now but still powerful enough. Some weapons might be more powerful imo, like the shotgun and the rifle given their slow firing rate.

I'm hoping I have finally fixed the flamer :)


Yes, yes you have. Congratulations! The new variables feel VERY balanced... the secondary shotgun is restored to its former glory at last! And did the sword get nerfed a little? It doesn't feel overpowered anymore - I think the range is less.

Also SCOPING IN THE AIR. Thank you for unrustling my jimmies.
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Re: Test Play v1.2 settings on v1.1

Postby inpersona64 » 12 Oct 2011, 00:25

fawstoar {l Wrote}:
qreeves {l Wrote}:
Ulukai {l Wrote}:Tested on Wazu Public and I like it! Flamer is less dangerous now but still powerful enough. Some weapons might be more powerful imo, like the shotgun and the rifle given their slow firing rate.

I'm hoping I have finally fixed the flamer :)


Yes, yes you have. Congratulations! The new variables feel VERY balanced... the secondary shotgun is restored to its former glory at last! And did the sword get nerfed a little? It doesn't feel overpowered anymore - I think the range is less.

Also SCOPING IN THE AIR. Thank you for unrustling my jimmies.

I actually never had beef with the sword. I liked it the way it was. If you knew how to use the sword correctly, you deserve to be beast at it. Never thought it was overpowered. In fact, if anything, it was underused (people barely vote Medieval). But the scoping in the air thing is the one thing I loved the most, next to the nerfed flamer :D
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Re: Test Play v1.2 settings on v1.1

Postby ZeroKnight » 13 Oct 2011, 07:08

Hmm, I wonder though if the rifle is a bit too overpowered now. Loading up a match against bots and grabbing a rifle, I could very easily just shoot at their feet a few times and kill them in a few seconds, with only about 3 or so shots. Less if I make direct contact. Does anyone else think this is now too strong? It could just be me... If you think about it, you can kill rather quickly in few shots with the other weapons, so in that sense it would be balanced.
Lol, I dunno. Support, refute? Tell me whether or not I'm just being silly :P

The vars are great though, btw. I was sad to see that the plasma isn't doesn't shoot as fast as it did in an earlier SVN revision though :P however the new secondary for it is utterly wonderful~ I didn't test the flamer much, but primary fire seemed a bit odd, as if some of the flames just didn't do damage. Again, could just be me, but hey. Figured I'd put it out there. Bleed/Burn damage/time is better now, IMO. 5dmg over 5 seconds was a little harsh, since the bleed could be restarted with more flak/fire, so I think 3 and 3 is a good balance now :)

Nice work as usual, quin :)

[EDIT]
And BTW, if you look through the vars that quin provided, you can see that the sword is not modified ;) Unless you mean an SVN revision, then maybe.
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Re: Test Play v1.2 settings on v1.1

Postby fawstoar » 14 Oct 2011, 00:03

@ZeroKnight

Agreed, it seems a little overpowered now. I'm not sure what the solution is... I like the secondary being a 2-3 hit kill if you don't headshot your opponent. Maybe make the primary have less of an exploding radius? It feels especially overpowered when I scope-shot a bot in the kneecaps, then hit them with 1-2 primaries without even aiming.

Quin, the balance is better than ever. One question: are pistols going to be in Arena?
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Re: Test Play v1.2 settings on v1.1

Postby riidom » 14 Oct 2011, 01:18

With the powerful splash damage the rifle feels a bit like a grenade launcher, imo: get a good angle and hit the ground near the feet. The defense against is to have no walls and optimally also no ground near yourself, that does involve skill and clever jumping/wallriding, but maybe there should be another weapon like this, not the rifle.

My suggestion is to get rid of damage radius at all and damage like 35 for a bodyshot, 70 for a headshot.. or 40/80 maybe.
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Re: Test Play v1.2 settings on v1.1

Postby inpersona64 » 14 Oct 2011, 14:19

To be honest, and only because I only play Arena is basically the two same weapons, I haven't really noticed a difference in the Rifle. And as far is being overpowered goes, I've seen lots of people pick up the rifle and fail with it, which means it still takes some sort of skill to use, same as in v1.1. I find myself doing just as beastly on Wazu 1.2 server as I do on the other servers that only play 1.1 settings.

BTW, anyone who wants to take me on Arena-wise can gladly send me an email :P
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Re: Test Play v1.2 settings on v1.1

Postby ZeroKnight » 14 Oct 2011, 19:37

Glad to hear that it wasn't just me :P
And as far as pistol in arena goes, I made a poll in that a long while ago, and it got accepted. So as long as it wasn't removed again in one of the SVN builds, then yes, pistol in arena will be in the next release. :) Pistols FTW! <3 Screw "pistols at dawn". 'Round here it's "Pistols at the Eclipse" ;)
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Re: Test Play v1.2 settings on v1.1

Postby qreeves » 15 Oct 2011, 03:10

Pistols will be back for Arena in v1.2 :)
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Re: Test Play v1.2 settings on v1.1

Postby ZeroKnight » 15 Oct 2011, 06:06

Yay! I noticed that in they are indeed available in the latest SVN as well :)
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