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You mean the machinegun ; ) ? Yeah, it dishes a lot of damage (7 per shot in ffa) if you can keep it trained on your opponent well.
My problem with the Q3A lightning gun was less of the damage and more of the model, when I saw it in the test, I thought it was a placeholder model. But it was final... but I do find it to be fairly potent in Q3A, particularly with quad.
Quake's lightning gun is very satisfying. And also very unfair. This is made evident by the fact that I killed Vis in under 2 seconds in a RA match with it. And Baker as well. Thats a lot of damage to dish in under 2 seconds.
In Quake 3 it does 8 damage every 50ms, so 160 damage a second. But that game has its own issues with the weapon. cg_TrueLightning makes it far too easy to aim it exactly where you're pointing...
The Quake SNG does 180/s, the Quake LG 300/s, so that's pretty nerfed, but the fact it's easier to use does make a big difference.
I'd go for 200/s in 10 damage per half cell at 20 shots per second, one third less damage than the quake LG, but easier to use.
Regarding cg_TrueLightning, DP has that too, I've gotten complaints about it
In RA, you're not given enough nails or shells to frag a player without using another weapon (I'm mention nails because those aren't instant hit). But You have more than enough rockets and cells to do the job alone. That's a lot of ammo for 1v1. So RA is either Rockets and/or Lightning but both can be used on their own. Someone who has LAN ping could end a HPB in seconds using the LG. Ask Bam, he knows .
I wonder how RA/CA games would work if the LG was more efficient but less damaging.
How about we just replace the LG with a sound file, and every time you "shoot" the LG your quake guy yells "DAAARK PLACES!!!" hehe.. then during intermission the jeopardy them will play! and Alex Travolds is a fast moving 'armless' free frag that runs around the map trying to dodge rockets while saying "Is that your final answer?"
Quake needs to have fun stuff implemented into it not just the same old "Use RL to knock'em in air then LG their hopeless ass". make it a tazer or something.. so it doesn't do vary much damage at all but gives the opponent some kind of jolt that makes them jump real high or causes them to bleed slowly.
Something new maybe
**Edited
Whens Quakeone Quiz #3 gunna be here C*S? I've been seeing the same thing in your sig for a whole week+ now!
In CAx, I think you spawn with 100 cells (edit = yes, this is right). I can't remember the CA+ spawn amount, but I don't remember it being quite so high.
CA+ ... if I remember right, you either got 50 or 30 cells.
This seems like a very high amount of cells.
/Then again in a 10 player game, 100 cells comes in handy. But what if it is 2 on 2.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Maybe put packs back in CAX? so when someone dies they drop their packs, and people can have a set amount of ammo per player. that way if its 2v2 and your teammate dies you can grab his pack before the other team does and have the extra ammo?
Maybe put packs back in CAX? so when someone dies they drop their packs, and people can have a set amount of ammo per player. that way if its 2v2 and your teammate dies you can grab his pack before the other team does and have the extra ammo?
Does that make sense?
I was just thinking this. You beat me to it.
Maybe not for standard CA, but an option that could be used on a different server.
I think CAx provides too many rockets and cells for smaller games; in a smaller game no one is ever forced to resort to the SNG or shotgun except in very rare circumstances. It also does not force a player to use their ammo wisely (spam).
This would also penalize someone for playing very defensively for an entire round.
/Or it could mess everything up! It would need to be tested/tried out to see the impact.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Allowing the enemy to pickup team packs would make players learn better team play strategies instead of 1 player is out running around doing all the hardwork and the other is camping or not even paying attention to his teammate and only playing for them self.
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