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Teeworlds Forum → Development → less damage for laser after bouncing?
for all, who are not on github or in clan qi: there are discussions about the laser bounce. whether its unfair, just luck. it was suggested that laser will do less damage (mb 3 dmg) after bounce.
what do you think about this?
i think the laser should be removed completely. i never liked that this weapon has been added to teeworlds
I think it's not a good idea, because there are player who really control this bounce. I do it too sometimes, by shooting the ground to have a short bounce delay and hit the enemy.
In my opinion it shouldn't be changed.
I agree with Snazzy the laser, the way it is right now, should be removed. I would like to see something more like the lightning gun from Quake ( already coded here : http://www.teeworlds.com/forum/viewtopic.php?id=5471) a dmg over time weapon, which fits more the position of a chasing weapon.
Right now the basic use of the weapons is like this:
default weapons
Gun: range weapon, chasing and detection
Hammer: close combat
collectable weapons
Shotgun: close combat in combination with hook
Grenade launcher: Movement (Rocket jumping although it is a grenade ), main dmg output, mid range
Laser: Long range, Burst dmg, chasing weapon
In my opinion it doesn´t feel correct to use the laser for chasing down the flag carrier.
I would increase the damage and the reload time of the laser and remove the bounce. With the bigger burst dmg it becomes more valuable.
I would say reducing the dmg after a bounce is the wrong direction it weakens the already weak laser even more.
EDIT:
I think it's not a good idea, because there are player who really control this bounce. I do it too sometimes, by shooting this ground to have i short bounce delay and hit the enemy.
In my opinion it shouldn't be changed.
This happens so rarely that someone controlles the laser bounce most of these kills are unintended.
Just imagine - if the laser had always been making a 3-damage explosion all around, and if devs would tell you well it's lame, we should remove it or at least make it less hurty, most of the players would cry, saying some people master it and so on.
Of course, YES, there are people using sometimes the bounce (I do), but over 10 bounce kills you have about 8 or 9 lucky shots.
This is needed to balance the laser, because it wouldn't be worth to go grabbing a rifle at the top of the map if it just deals 5 damage without any bounce.
Though, I guess lowering the laser power when bouncing is a nice in-the-middle solution. There already natively exists an option for that on servers - tune laser_bounce_cost 2.00.
tune laser_bounce_cost 2.00.
thats wrong
bounce cost is for decreasing the range after bouncing, see http://www.teeworlds.com/?page=docs& … rverTuning
(laser_bounce_cost: Remove this much from reach when laser is bouncing.)
This is needed to balance the laser, because it wouldn't be worth to go grabbing a rifle at the top of the map if it just deals 5 damage without any bounce.
I would say reducing the dmg after a bounce is the wrong direction it weakens the already weak laser even more.
I can only speak for myself, but even if the bounce was removed, I would still take the laser as much as I can. I can assure you that in ctf2/ctf3 games laser is feared, you don't let your mate with the flag alone against someone with the laser. And this has nothing to do with the bounce.
The bounce makes the laser unique from all the other weapons. Recently I've started mastering the bounce and I have often used it to hit the player before they hit me. They don't even think about using the bonce but I do which gives me a huge advantage. I'm kind of on both ends... It makes it unique but for the most part it deals dmg by chance.
Probably reducing the laser bounce dmg is the best thing but I don't think it shouldn't go under 3 dmg. I prefer 4 dmg on bonce but if the majority deems 3 dmg better, I'll settle.
This is needed to balance the laser, because it wouldn't be worth to go grabbing a rifle at the top of the map if it just deals 5 damage without any bounce.
What makes the rifle and laser different is in close combat if you have a hard time perfectly aiming at your enemy when he's spinning you in circles with his hook, the rifle lets you deal damage even if don't hit him right on. I guess to a pro, there is none, but with my ping in most severs it's very useful.
It's not that "powerful" considering the high reload time.
I wanna take part to this thread bucause it's really an interesting argument. Before thinking I wanna quote that:
I agree with Snazzy the laser, the way it is right now, should be removed. I would like to see something more like the lightning gun from Quake ( already coded here : http://www.teeworlds.com/forum/viewtopic.php?id=5471) a dmg over time weapon, which fits more the position of a chasing weapon.
In my opinion, removing the laser would be a really good solution. But what about all the instagib community?
Let's think to the future before doing anything. Removing the laser would probably make angry a large part of our community, and looking at today situation this part it's maybe our main part. Teeworlds Vanilla is not more played, because people prefers to have fun inside stupid and useless mods. We should convert them, teaching them vanilla is better and more competitive, not kick them by deleting their favorite weapon...
Concluding, that's a nice idea but not the right way. We should do something, yes, but not remove the weapon. In the past this has already been discussed with 2 good solutions from Golv and from the Teestrike mod.
LINK: http://www.teeworlds.com/forum/viewtopi … 572#p58572
Another good point is the lighting gun from Quake Marik already posted, that is already coded and that could replace the actual rifle.
About the bounce, I think it's need atm. Thinking about Vanilla gameplay, it's not simply a luckshot. Looking at instagib bots problem is the only way to detect simple cheats. Maybe heinrich5991, you are right: but only inside instagib cuz here is too powerful.
It is a good thing there are constructive discussions regarding the gameplay but I dont like the way you do it. There are so many opinions as there are players, so why dont you just
- fork teeworlds
- code the feature you want ( reduced laser bounce-damage )
- host it
- play it
and then realize the bounce should not be removed. Further discussion won't lead to any usable output. I mostly agree with the answer of Magnet on the qi forums. And arguing that the bounce makes the game random, and all this crap about competitive gameplay are stupid. All games have some uncompetitive stuff or luck factors ( which laser bounce isn't !!! ). If you want competitive gameplay play with hammer only, because all weapons can be used to make "luck shots".
So to sum it up for you, I think the reduced damage is a good idea, removing the laser, increasing damage and reload are NOT, replying to this thread without adding something to the discussion is NOT a good idea.
- fork teeworlds
- code the feature you want ( reduced laser bounce-damage )
- host it
- play it.
How complex and useless.
- Add tune laser_bounce_cost 2 in your config
- Host it
- Play it
and then realize the bounce should not be removed.
I already played some instagib wars without bounces, and we loved it.
torch wrote:- fork teeworlds
- code the feature you want ( reduced laser bounce-damage )
- host it
- play it.How complex and useless.
- Add tune laser_bounce_cost 2 in your config
- Host it
- Play it
as i wrote:
Dune wrote:tune laser_bounce_cost 2.00.
thats wrong
bounce cost is for decreasing the range after bouncing, see http://www.teeworlds.com/?page=docs& … rverTuning(laser_bounce_cost: Remove this much from reach when laser is bouncing.)
torch wrote:and then realize the bounce should not be removed.
I already played some instagib wars without bounces, and we loved it.
instagib without bounce? oO
cant imagine this...
I think that the main problem of the rifle is that we can not dodge the lasers, so even if you can predict that a player will kill you with the rifle, even if he spams laser, he can kill you and you can't do anything against that ; even if you are a pro player you are dead if your enemy has a good aim.
This is not the case of the grenade launcher : if someone spams grenades, you can avoid it (and you don't need to be pro to do that), and that's why the grenade launcher is fair.
Maybe some people kill with the bounce of the laser on purpose, but nobody can say that he had ever dodged a laser bounce on purpose ; and that's why we can think that the bounce of the laser is unfair.
To fix it, a solution could be to make the lasers slower, i mean that you could be able to see the laser coming to you, and maybe dodge it. Or, if the problem is only related to the bounce of the laser, a solution could be to increase the time between the direct shot and the bounce.
Anyway, the rifle is currently the only weapon which is not liked by all the players, something should be done to fix it, and it will be needed to host mods or tuned servers to see which way is the best to make the rifle better.
Rifle is very used to chase flaggers in public servers, even being a rare weapon I've got 19.6% deaths from a laser... it's pretty popular on public ctf for the medium players.
yeah, listen to dune. (not being sarcastic)
the laser hardly appears on most maps. there are only 2 on ctf2, whereas there are 8 grenade launchers and 4 shotguns.
solution: play custom maps?
i just mastered the laser and do not want to see it removed
What aboud adding a option to dissable/enable rifle. Like sv_rifle 1 or whatever. So every single hoster can decide himself if he want the rifle or not. And for those who don't like the bounce: laser_bounce_num 0 will make the rifle not bouncing.
I think that the main problem of the rifle is that we can not dodge the lasers, so even if you can predict that a player will kill you with the rifle, even if he spams laser, he can kill you and you can't do anything against that ; even if you are a pro player you are dead if your enemy has a good aim.
There still isn't a perfect chance that he will hit you and besides, I've always had the motto "If he can kill you, you can kill him" meaning, just kill him before he can kill you and problem solved. I know that isn't always easy but that's what I've done.
Maybe some people kill with the bounce of the laser on purpose, but nobody can say that he had ever dodged a laser bounce on purpose ; and that's why we can think that the bounce of the laser is unfair.
Yes, once they shoot and you're in the life of fire, you can't do anything. But I've had very good estimation skills enabling me to do many things like: guess where someone would shoot his laser bounce and not go there.
To fix it, a solution could be to make the lasers slower, i mean that you could be able to see the laser coming to you, and maybe dodge it. Or, if the problem is only related to the bounce of the laser, a solution could be to increase the time between the direct shot and the bounce.
Maybe the second one... but I don't like the idea of changing the times because people have embeds it into their minds how long each of them take. Changing them causes players to relearn the weapon all over again.
For those who may be confused, the proposal is only to lower the damages of the bounce from 5 to 3.
I hosted a server with a modifcation to the bounce (3 damages instead of 5). The modification was done by Choupom, you can find it here: https://github.com/Choupom/teeworlds/tree/rifle
It was tested on ctf2. From what I have read, the majority of people didn't notice any difference. Which would tend to prove that people don't really care about the bounce when they play (these people were experienced, not total noobs).
I will now answer to some of the positions:
- Bounce is so pro, you shouldn't lower the damages, but increase them (Hurricane)
I would totally agree with, IF it wasn't luck more than 80% of the time.
- Changing only the damages of the bounce isn't the good way to go, the rifle needs bigger changes (Lanta, Marik)
You are maybe right, maybe it needs bigger changes. BUT lowering the damages of the bounce could be a temporary situation, till we find something better.
- I am used to hit the ground, so I have more chances to hit someone, but now it is not worth it (Marik)
I think that it is a lame tech. I don't think the bounce should be used when you can DIRECTLY hit someone. I think the purpose of the bounce is to hit people that you can't directly hit. So by doing more damages with a direct hit, you reward people who aim directly (which needs more skill as your tech improved your chances of hitting). Is rewarding people who take time to aim directly a bad thing? I don't think so, look how the grenade launcher works. Direct hits have more value.
- I am used to hit the ground, so I have more chances to hit someone, but now it is not worth it (Marik)
I think that it is a lame tech. I don't think the bounce should be used when you can DIRECTLY hit someone. I think the purpose of the bounce is to hit people that you can't directly hit. So by doing more damages with a direct hit, you reward people who aim directly (which needs more skill as your tech improved your chances of hitting). Is rewarding people who take time to aim directly a bad thing? I don't think so, look how the grenade launcher works. Direct hits have more value.
Right, I often do that instinctivly, targetting ground to have better chances to hit. You particularly feel the difference on instagib servers. That's so lame it should be fixed.
I think that the main problem of the rifle is that we can not dodge the lasers, so even if you can predict that a player will kill you with the rifle, even if he spams laser, he can kill you and you can't do anything against that ; even if you are a pro player you are dead if your enemy has a good aim.
This is not the case of the grenade launcher : if someone spams grenades, you can avoid it (and you don't need to be pro to do that), and that's why the grenade launcher is fair.
Maybe some people kill with the bounce of the laser on purpose, but nobody can say that he had ever dodged a laser bounce on purpose ; and that's why we can think that the bounce of the laser is unfair.
To fix it, a solution could be to make the lasers slower, i mean that you could be able to see the laser coming to you, and maybe dodge it. Or, if the problem is only related to the bounce of the laser, a solution could be to increase the time between the direct shot and the bounce.
This is the same what I said on github. Even if you are playing at a high level you haven't a chance against 4 luckshots from a beginner. In my opinion this must be changed.
maybe make the laser stop the tee for a sec ?, then you won't have to chase anymore, and the stopped tee still has a chance ?
it's just an idea, don't kill me
maybe make the laser stop the tee for a sec ?, then you won't have to chase anymore, and the stopped tee still has a chance ?
it's just an idea, don't kill me
honestly, that's a horrible idea
Laser should require you to load it up by pressing and holding the mouse key for a second or a half or something before you can release the beam. This would make it not be as instant, but still feasible for chasing. With this system, I'd be all for removing bounce and/or even making damage output higher.
And it would be cool to have a little light and a little sound when someone is loading the rifle, so we can think about dodging it.
Teeworlds Forum → Development → less damage for laser after bouncing?
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