Quake 4 1.4 new weapon. AGAIN.
-
- Posts: 9
- Joined: Mon Oct 02, 2006 9:09 pm
If anything I would like to see some slight weapon rebalancing in Quake 4. The rl's rocket speed is far far to slow, (snail rockets). I would also like to see the rg's power toned down and longer recharge rate. Not sure if any of you have noticed this....
Moving on, I do like quake 4, and enjoy playing it. But it seems that nobody else really does. I hear it being used at LAN parties, comps and stuff but you get online and I struggle to find anybody online playing the fecking thing. Quake 3 on the other hand is full of people. Is everyone holding out for ET or is there something some of us have missed?
Moving on, I do like quake 4, and enjoy playing it. But it seems that nobody else really does. I hear it being used at LAN parties, comps and stuff but you get online and I struggle to find anybody online playing the fecking thing. Quake 3 on the other hand is full of people. Is everyone holding out for ET or is there something some of us have missed?
Fucking right. The machine gun is the most annoying gun ever to spawn with. I mean, a player is supposed to have a fighting chance, but at the same time, he shouldn't be able to just harrass everone to death. Having a pistol with a charge function instead would be more effective as a first weapon, as you would have a bit of difficulty getting a kill, but a fighting chance anyway. You wouldn't just spawn with a toned down LG. : \ I also think that the machine gun should be a slightly more powerful weapon that you actually pick up, like in Quake 2. That seemed to work out better.hemostick wrote:If there was any weapon to be replaced with the blaster, that would be the machinegun - this combined with the actual maps makes Q4 TDM a total joke of a cessfest.
RG has been toned down in a sense. In Q2 you could get an instant kill by shooting someone right off the spawn point. With + 25 health you have 25 seconds to pick up armor shards and extra shit so that one hit doesn't kill you.hardwired2001 wrote:If anything I would like to see some slight weapon rebalancing in Quake 4. The rl's rocket speed is far far to slow, (snail rockets). I would also like to see the rg's power toned down and longer recharge rate. Not sure if any of you have noticed this....
Moving on, I do like quake 4, and enjoy playing it. But it seems that nobody else really does. I hear it being used at LAN parties, comps and stuff but you get online and I struggle to find anybody online playing the fecking thing. Quake 3 on the other hand is full of people. Is everyone holding out for ET or is there something some of us have missed?
And about servers and people playing, there's alot more people playing Quake 4 then anyone, including myself, thought. If you scan for servers maybe 5 or 6 with players will show up, but if you scan again you might get 20 servers with half of them packed. For some reason some servers just don't show up when scanned for even after a number of tries.
I guess having the choice between picking that or the chaingun is a key aspect in it working better. The same thing kinda happens with the shotgun/ssg where essentially, machinegun and shotgun seem to be used only as last resort weapons in the Q2 games i've watched.Ganemi wrote:I also think that the machine gun should be a slightly more powerful weapon that you actually pick up, like in Quake 2. That seemed to work out better.
You could also say the same thing of the nailgun/sng in QW.
Last edited by hemostick on Sat Oct 21, 2006 9:36 am, edited 1 time in total.
Come to think of it, considering how ridiculous of a weapon an annoying machine gun is to start with, how about having everyone spawn with a significantly weaker shotgun, + the mg /gauntlet, while having the regular 100 damage shotgun maintain it's spawn points?SyncError wrote:A supershotgun we have. The base shotgun has always been powerful, most say too powerful, in Q4 and it would be rather unbalancing to add a supershotgun (unless you weakened the existing shotgun like we did in Delta CTF).
That seems to make sense.
That's essentially what we did in Delta CTF. We removed the machinegun entirely and the player starts with a weaker shotgun with a faster rate of fire (and a gauntlet), and then added a "supershotgun" which is a pickup item that deals more damage at the standard 1 sec rate of fire.Ganemi wrote: Come to think of it, considering how ridiculous of a weapon an annoying machine gun is to start with, how about having everyone spawn with a significantly weaker shotgun, + the mg /gauntlet, while having the regular 100 damage shotgun maintain it's spawn points?
That seems to make sense.
Hmmm. Can't really say that a nerfed SG wouldn't fit as a spawn weapon. I imagine it's very possible that it could be tweaked to fit perfectly into the weapons set up. The regular MG is useful for draining someone from mid range, but at low, non 0 range it's kind of annoying strafing and trying to leap over someone to get consistent hits in, especially when you consider that you can't jump over someone who's standing upright, or even someone who's crouching(wth's up with that, Sync?) An low powered SG would seem to do that job better, though that's really imho.
Funny. This thread has so many views, but few people have expressed their opinion on the current topic. I wonder what everyone else thinks of it. (specifically, and aside from the votes) : [
Funny. This thread has so many views, but few people have expressed their opinion on the current topic. I wonder what everyone else thinks of it. (specifically, and aside from the votes) : [