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  • #16
    SNG at 9 per nail? If I recall that's the same damage as the normal nail (in vanilla Quake)

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    • #17
      Yup, it is... But the velocity of the nails and rate of fire of the SNG is dramatically increased... If they were still 18 like default SNG, it'd be overkill To buff the original nailgun though, I upped the damage to 12 per nail.
      Clan Brotherhood of the Axe

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      • #18
        Ah ok makes sense then, if the issue of the ssg being more powerful than the sng - maybe try and make it 12 also?

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        • #19
          SSG is only over-kill at close range,and if you get blasted close range with a shotgun,THATS HOW IT SHOULD BE! it should be left alone. It's still a vital weapon,but has its drawbacks (huge wide spread,very low accuracy long distance)
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #20
            Yeah I don't plan on editing the SSG... Might still increase the nail damage on the SNG as ooppee said. I'd argue that the SNG is much harder to aim than the SSG, so maybe higher nail damage to compensate. A person with decent aim using the SSG vs. a player using the SNG at medium-long range, the SNG wielder should usually come out the victor...
            Clan Brotherhood of the Axe

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