26

Re: less damage for laser after bouncing?

Chi11y wrote:

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.

i guess there is a little problem about this, because some of the maps are too small, to take the time and load the laser

27 (edited by Dune 2010-10-26 13:33:35)

Re: less damage for laser after bouncing?

choupom wrote:

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.

You can code that client side, but seriously, you want me to spam mousewheels so that you stop paying attention to your sounds / light?

Not Luck, Just Magic.

28

Re: less damage for laser after bouncing?

i like teeworlds how it is yikes

29

Re: less damage for laser after bouncing?

alias wrote:

i like teeworlds how it is yikes

Then you will love how it will be!

Not Luck, Just Magic.

30

Re: less damage for laser after bouncing?

Chi11y wrote:

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.

It would kill the possibility to do some combos with other weapons.

Anyway, while we wait for the ultimate solution, we should lower the damages of the bounce. It is a good compromise.

31 (edited by Tee Killa 2010-10-26 17:03:34)

Re: less damage for laser after bouncing?

Ubuntu wrote:

... we should lower the damages of the bounce ...

THIS should be the ultimate solution!

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» Member of: JsA - Just stay Alloha! (since 2009)

32

Re: less damage for laser after bouncing?

Ubuntu wrote:
Chi11y wrote:

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.

It would kill the possibility to do some combos with other weapons.

Anyway, while we wait for the ultimate solution, we should lower the damages of the bounce. It is a good compromise.

Rather, it would kill off the fact that the laser is an imbalanced weapon with no real place in the game to begin with: It for example supersedes the shotgun by making as much damage as a perfect close-range shotgun hit, but being able to do so about as quick, but from any range . By making it be a load-up game would then instead be a high damage chasing weapon, which is something that actually has a place in this game.

How will we get development if all we want is to retain old habits?

Just removing the bounce makes very little change to gameplay, and retains the problem that the laser isn't balanced at all compared to the other weapons.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

33

Re: less damage for laser after bouncing?

I think, it's senseless to change the dmg of a laser-bounce-shot, because only a couple of players use the rifle. I just use the rifle, when i follow an enemy (for example the flagholder), because it could be very difficult to hit the enemy with the grenadelauncher. When you play instagib, i think, it's possible to aim the wallshots. In instagib it's clever to use these wallshots, because you need only one shot, and so you have many trys. In vanilla you have only one try, so nobody use the wallshots, because they're to unexactly, and most it's luck. And I had to hit the enemy a few times, so the most of gamers don't use wallshots, it's easier to aim directly a the enemy. In my mind, the rifle/laser need changes, or on change, but to set the bounce dmg down is the wrong approach.

~ der schwarze Ritter

34

Re: less damage for laser after bouncing?

@ Chi1: I was just making a statement, don't jump to conclusions.

As I said you can see it as a temporary solution, or a back up plan if you want. Unless we find something better before the release of the next version, we do some little modifications to balance the game. Even if it doesn't fully balance the game, it is still better than nothing, no?

@ der schwarze Ritter: You are not coherent. You say that the bounce is mostly luck, then you should agree with me that lowering the bounce is a step in the right direction, because it gives more value to direct hits.

35

Re: less damage for laser after bouncing?

I think the laser should be completely removed. It is only useful in instagib, where all the noobs are.

Ex-King of Teeworlds

36

Re: less damage for laser after bouncing?

Ubuntu wrote:

@ Chi1: I was just making a statement, don't jump to conclusions.

As I said you can see it as a temporary solution, or a back up plan if you want. Unless we find something better before the release of the next version, we do some little modifications to balance the game. Even if it doesn't fully balance the game, it is still better than nothing, no?

Not really. If the bounce isn't good - remove it. If it's good - keep it.

I still think that the laser should be a load-up weapon, and I've heard no good arguments against that solution, yet.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

37

Re: less damage for laser after bouncing?

yemDX wrote:

I think the laser should be completely removed. It is only useful in instagib, where all the noobs are.

disagree about the removing part, agree about the noobs part big_smile

38

Re: less damage for laser after bouncing?

Chi11y wrote:

Not really. If the bounce isn't good - remove it. If it's good - keep it.

It is not so black and white, in some particular occasions the bounce is good (see the post of Magnet on the Qi forum).

39

Re: less damage for laser after bouncing?

I see now how the laser isn't as balance, but it does have it's cons.

The laser isn't as common in most maps or just nonexistent at all; also it has such a short beam that ether you hit them or you don't (expect for instances with laser bounce).  I don't like the idea of having to manually charge them, but two ideas that I think should be brought about into the next version is, one: decreasing laser bounce damage (to 3 or 4) and two: having a slower recharge time. In real life ricochets has less force from dispersal of kinetic energy, so I see no logical reason why it wouldn't have been like that in the first place. And recharge time would be the time the gun allows you to use your next shoot. So, it wouldn't be manual, but it would be one more con making the laser a more balanced weapon.

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

40

Re: less damage for laser after bouncing?

Ubuntu wrote:
Chi11y wrote:

Not really. If the bounce isn't good - remove it. If it's good - keep it.

It is not so black and white, in some particular occasions the bounce is good (see the post of Magnet on the Qi forum).

If you'd read my post more carefully, you'd have seen that my point was that the problem isn't even the bounce at all. The whole damn weapon is unbalanced and boring, being the only all-around weapon in the game. Without it, you had to think about what weapon to use in what situation. Since laser was added into the game, you can be sure that whatever you need to do, laser is the tool for the job. Whether you feel that the bounce is useless or luck-based or whatever is to me pretty irrelevant - the whole weapon should be replaced/remade.

Also, compromises are excuses for good balancing.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

41 (edited by Bee 2010-10-27 08:12:47)

Re: less damage for laser after bouncing?

The laser has never been my end all be all weapon. Not even close.
I've healed a great respect for the grenade launcher because, timed and predicted correctly, it can deal 2 hits at the same time giving 10 damage at once. No other weapon has a delay like that where you could reload while it's still in the air giving you time to shoot twice before they explode and has a large damage radios. But with other weapons they have they pros with cons too. Hammer, unlimited reload, but only good for very close range and little damage. Gun, auto reloads and spams up to 12 bullets without stopping, but only 1 damage per hit, and is for the most part unpredictable with it's small size. Rife, good for if you have bad luck on spot with shoots and makes a deadly pair with the hook, but bad for longer distance and typically not height damage. And laser, good for it's long one hit, high damage, and bounce, bad for unlucky aimers who get a hit with this bad boy once every 8 rounds and low in stalk in most maps.

True, more can be done to generally make each weapon perfectly balanced, but taking the laser out altogether is drastic and unnecessary in my option.

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

42

Re: less damage for laser after bouncing?

Bee wrote:

The laser has never been my end all be all weapon. Not even close.
I've healed a great respect for the grenade launcher because, timed and predicted correctly, it can deal 2 hits at the same time giving 10 damage at once. No other weapon has a delay like that where you could reload while it's still in the air giving you time to shoot twice before they explode and has a large damage radios. But with other weapons they have they pros with cons too. Hammer, unlimited reload, but only good for very close range and little damage. Gun, auto reloads and spams up to 12 bullets without stopping, but only 1 damage per hit, and is for the most part unpredictable with it's small size. Rife, good for if you have bad luck on spot with shoots and makes a deadly pair with the hook, but bad for longer distance and typically not height damage. And laser, good for it's long one hit, high damage, and bounce, bad for unlucky aimers who get a hit with this bad boy once every 8 rounds and low in stalk in most maps.

True, more can be done to generally make each weapon perfectly balanced, but taking the laser out altogether is drastic and unnecessary in my option.

Actually, you pretty much proved the point by citing no negative facts about the rifle in your comparison to the other weapons, except for the fact that it can be hard to aim with, which certainly isn't the case compared to the small curvature of the pistol or the giant curvature of the GL.

It shouldn't be removed, it should be replaced by a high-damage, long-range chasing weapon, like it was meant to be. There are very few lasers on most maps for a reason - it acts like a powerup, rather than normal weapon.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

43

Re: less damage for laser after bouncing?

I will sum up again my position, I don't know what is so hard to understand.

I am not smart enough to think of big changes in teeworlds, I can only think of little changes in the current gameplay. I leave the big changes/decisions to Teeworlds visionnaries like chi1, Lanta or Marik. Let's suppose that chi1 is right with his load thing. It needs to be coded, tested, approved. It will need time, it is not sure that it will make it for the next version of Teeworlds.

If it makes it, awesome, we will have a better gameplay. If it doesn't make it, what do we do? Do we change nothing or do we try balance a bit (for example by giving more value for direct hits with the laser)?

I think that little balancing is still better than no balancing at all. So now I leave the big changes/decisions to the Teeworlds gurus, and if unfortunately they don't come up with the ultimate solution, I hope they will at least agree to do some little balancing like reducing the damages of the bounce.

44

Re: less damage for laser after bouncing?

People just sometimes can't agree. When main ideas conflict--taking it out all together and lower bounce damage--both should be tried in a popular sever to see who's ultimately right. It would be pointless to keep on talking about it because you're too different people.

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

45 (edited by Dune 2010-10-27 18:00:25)

Re: less damage for laser after bouncing?

Ubuntu wrote:

It needs to be coded, tested, approved. It will need time, it is not sure that it will make it for the next version of Teeworlds. .

Compared to the time it will take for a new version of Teeworlds to be release, to code and to test this is really short. In my opinion, if we have to balance the rifle, better to seriously think to it by now than to tell us "1 or damage less is already better, we'll see later on how to improve it because we need to have it done for tomorrow, who knows 0.6 may be released in the next 24 hours".

Not Luck, Just Magic.

46

Re: less damage for laser after bouncing?

So what if someone happens to make lucky kills it doesn't matter,
Maybe he will make like 5 bounce kills out of 80 kills does it matter? No!
There's more important stuff than just the stupid bouncing do you think they have time for such little improvements?
My opinion is stay put with this when there's no more bugs and everything is updated then make the choice between less damage or more.

"The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane." Nikola Tesla.

47

Re: less damage for laser after bouncing?

@ Ubuntu
What I want to explain is, that it doesn't matter, whether the bounce damage is less than a normal shot is, or the same.
Yeah, you can use the laser in a combo, if u are good in bounceshots, but even than, it doesn't matter.
I think, the laser need changes, but nothing like that.

48

Re: less damage for laser after bouncing?

It matters at least for Marik, as he complained about the fact that it wasn't worth it anymore to hit the ground with this little change. It matters also because it lowers the impact of luck shots. Two luck shots in a row right now = 10 damages (which is quite a lot). With this modication, it is only 6 damages. Little tweaks have their importance too.

If you want some bigger changes, forget my proposition, because it is not his goal. I let other people who are more qualified than me, to do/propose/code/test big changes.

49

Re: less damage for laser after bouncing?

Yes, it lowers the impact of luck shots, but what about the people, who really can aim the bounce shot. They're using it, to kill capers or normal deffers. I don't really can aim the bounce shot, but what about the tactical bounce users?
It becomes difficult to kill a camper, if he's camping with the grenadelauncher.
I'm not against the laser bounce dmg. change, but i'm also not for that. I weigh up the arguments of both sides.

50

Re: less damage for laser after bouncing?

Ubuntu wrote:

It matters at least for Marik, as he complained about the fact that it wasn't worth it anymore to hit the ground with this little change. It matters also because it lowers the impact of luck shots. Two luck shots in a row right now = 10 damages (which is quite a lot). With this modication, it is only 6 damages. Little tweaks have their importance too.

What is if he wanted to use the bounce?
Like i said before, some players use it controlled almost everytime in some situations, these situation includes especially the times when the opponent holds the flag. If the enemy holds the flag he makes the same movements everytime. If you know him well, you can control your laser that good, that you can hit him nearly ever.
After this change these players have to change their own gameplay to make more direct hits and that is not really good i think, because there are just a few who can control the bounce so good. This is my opinion now.
I think everybody should decide it for thereselves and change it on their servers. The developers made it like this and it should be like this. There are too much people against the change.

So, decide it on your own servers.