Platinum VIP -=HipKat=- Posted April 17, 2020 Platinum VIP Share Posted April 17, 2020 I’m just impressed knowing that NQ1 is active, because a couple years ago when I was playing on there a lot, it was pretty dead. I might have to start playing there again 1 1 1 Quote Link to comment Share on other sites More sharing options...
Ford (Cz) Posted April 17, 2020 Share Posted April 17, 2020 4 hours ago, Old Owl said: Ok, don't touch the flamethrower because someone player is tired... then it's clear that teh current NQ1 as is fits well for you and some other players, but it's not my style, even I am "tired". "Saying that - I am very confident to say that most of players are playing after work etc. And when I am tired from work (or even now) then form of relax is just playing known maps." Just as a reminder these are words as I said it. So I kind of don't get this ironic note or why you try to twist them into some nonsense. Unless you're looking for my attention and some argument which I'm not going to give you. Not bothered. Too old for this. So to save your time and effort I say - I am not going to comment on this topic again so whatever you'll try to write including some more wannabe ironic comments - it will be without my response. About advantage of player with flame? Not sure and I might be wrong but I think with flame I can't sprint so I'm slower which makes me easier target. Damage by flame or panza would be probably only advantage which you get as a soldier class. As said - if it ain't broke, don't fix it - I play on NQ1 for YEARS and I love it for one spec. reason. Things are balanced in my opinion. If I'll be interested about disabled double jumps, enabled FF, no heavy weapons etc etc I would go to other servers. That would be kind of my comment on all this "in our old servers". How many servers are here by FA? Why not choose one which suits to your needs rather then changing settings of other where are many of old regulars happy with original settings. Plenty of choice in my opinion. And one more thought - recently there are about 20-40 players on regular basis at NQ1. We can still see that "many players" words but compare those 20-40 number with how many players are on this forum telling their opinions. Just saying. Have a good day. 1 1 Quote Link to comment Share on other sites More sharing options...
Old Owl Posted April 17, 2020 Share Posted April 17, 2020 1 minute ago, Ford (Cz) said: Unless you're looking for my attention and some argument which I'm not going to give you. Not bothered. Too old for this. So to save your time and effort I say - I am not going to comment on this topic again so whatever you'll try to write including some more wannabe ironic comments - it will be without my response. Thanks. This is the best decision you have done. 4 minutes ago, Ford (Cz) said: Have a good day. My day was good already without your wishes. Quote Link to comment Share on other sites More sharing options...
Pferd Posted April 17, 2020 Share Posted April 17, 2020 Im one of the people getting easily annoyed by the heavy weapon and rifle nade spam on the server. Personally im 100% with HipKat when it comes to the flamethrower. Every weapon has it pros and cons but the flamer in its current state completely messes up whole maps especially because of its vision blocking. As HipKat said charge changes should be the best method to stop brainless jumping whilst pulling the trigger and favor players using it wisely. 1 Quote Link to comment Share on other sites More sharing options...
Old Owl Posted April 22, 2020 Share Posted April 22, 2020 (edited) I can make the custom file to fix this issue. The options are: 1) Reduce the damage given so it balance a little bit and the enemy have more possibility to return fire the flamethrower user. 2) Reduce the owner speed so he can't run too fast ahead. (Less lame). Furthermore, add a change for the Venom so the owner doesn't turn to shoot at the moon 😆 Edited April 22, 2020 by Old Owl 1 Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 22, 2020 Administrators Share Posted April 22, 2020 We can't reduce the spread through that weapon file thing in NQ? I haven't explored or even use those options so i am not sure what can be done or not. I think i would like to reduce the spread so its powerful but blindly, no one can use that? I feel lowering damage might make flamer all useless. OR what about that Tesla thing? So it doesn't make u blind? I remember back in the days some server had tesla on NQ servers. Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 22, 2020 Administrators Share Posted April 22, 2020 What you guys think of modifying velocity spread? Sample options: // This basically fills out weaponInfo_t weaponDef { /* // valid keys for both and both_altweap // Note for properties with # you don't need to set a value; The entry itself activates. // If You change recoil, set all 3 properties: recoilDuration, recoilPitch & recoilYaw. name // name of the weapon - max 22 chars statname // name used in stats - kind of short name (max 11 chars) damage // damage each hit makes spread // spread of weapon spreadRatio // ratio at which is spread increased by moving/turning SpreadScaleAdd // amount of spread to add as trigger is held SpreadScaleAddRand // random amount of spread to add as trigger is held velocity2spread //# moving around will cause weapon to increase it's spread viewchange2spread //# turning around will cause weapon to increase it's spread coolRate // rate at which weapon cools for weapons with heat defaultStartingAmmo // amount of ammo you start with defaultStartingClip // amount in first clip you start with fireDelayTime // amount of time before firing first round maxammo // maximum amount of ammo you can carry maxclip // maximum amount of ammo per clip maxHeat // time it takes for weapon to overheat mod // shouldn't be modified nextShotTime // time between fired rounds reloadTime // shouldn't be modified, data is taken from animation file instead recoilDuration // amount of time recoil lasts recoilPitch // float recoilYaw // float KillMessage // obituary "was blasted by" KillMessage2 // obituary "'s panzerfaust" selfKillMessage // self kill obituary movementSpeedScale // slows down player for heavy weapons CrouchSpreadRatio // spread modifier when crouching with weapon ProneSpreadRatio // spread modifier when proning with weapon noMidclipReload // weapon cannot be reloaded unless it's clip is empty HeadshotRatio // multiplier of damage when headshot is inflicted with this weapon minHeadshotDamage // minimal damage that can be inflicted by headshot with this weapon HeadshotWeapon //# can make headshots bulletReflection //# bullets may reflect off metal DistanceFalloff //# weapon damage is diminished when attacking further targets GibbingWeapon //# can turn player into gibs limboKill //# unrevivable when killed with this weapon */ both { } both_altweap { } /* // valid keys for client standModel // weapon pickup 'stand' droppedAnglesHack //# weapon is turned by 90 degres when on ground pickupModel // weapon pickup model axisPickupModel // pickup model for axis variant alliedPickupModel // pickup model for allied variant pickupSkin // weapon pickup model skin definition axisPickupSkin // axis variant alliedPickupSkin // allied variant pickupSound // unused weaponConfig // path to animation configuration file handsModel // model for tag animation skeleton flashDlightColor // color of flash dynamic light flashSound // supports up to 4 flash sounds flashEchoSound // supports up to 4 flash echo sounds lastShotSound // supports up to 4 last shot sounds deathBySound // supports up to 4 death by sounds deathBySoundFar // supports up to 4 death by sound echos readySound // loop played when weapon is idle firingSound // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing overheatSound reloadSound reloadFastSound // some weapons have fast reloads due to the skill system spinupSound // sound started when fire button goes down, and stepped on when the first fire event happens spindownSound // sound called if the above is running but player doesn't follow through and fire switchSound // allow overriding of weaponswitch sound bounceSound // sound played when weapon is bouncing of ground clipBounceSound // for clip weaponIcon // supports up to 2 icons weaponSelectedIcon weaponIconScale missileModel AxisMissileModel AlliedMissileModel missileAlliedSkin missileAxisSkin missileSound missileTrailFunc // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this) missileDlight missileDlightColor // do we still use this? ejectBrassFunc // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass" brassModel // model for ejected shell flashSmokeSize // size of smoke of the weapon flashSmokeAlpha // transparency flashSmokeLife // duration flashSmokeShader // shader used for smoke recoil_pitchAdd // screen recoil recoil_yawRandom recoil_pitchAddRandom offset // x y z offset for weapon position foreShorten // multiplies view matrix for weapon model ( to prevent eye-fish effect ) modModel 1 // used for skill addons ( like green syringe skin for Lvl 3 Medic ) */ client { /* // valid keys for firstPerson and thirdperson model // static part of weapon model axisModel // axis variant alliedModel // allied variant skin // skin of static part flashModel // displayed only when shooting axisSkin // axis skin of static part alliedSkin // allied skin of static part */ // first person view firstPerson { /* // The parts are numbered because there are some hardcoded references for some weapons to certain parts */ weaponLink { part 0 { tag // tag on which is part attached model axisModel alliedModel skin axisSkin alliedSkin } } } // third person view thirdPerson { } } } Quote Link to comment Share on other sites More sharing options...
Almondo Posted April 22, 2020 Share Posted April 22, 2020 whats the most pissing off in flamethrower? ...that you cant see anything during attack. No weapon damage, no speed , only fire_sm sprites to be less visible. ....just my little suggestion. Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 22, 2020 Administrators Share Posted April 22, 2020 Just now, Almondo said: whats the most pissing off in flamethrower? ...that you cant see anything during attack. No weapon damage, no speed , only fire_sm sprites to be less visible. ....just my little suggestion. yup that's why i suggested Tesla so we can see. 1 Quote Link to comment Share on other sites More sharing options...
Almondo Posted April 22, 2020 Share Posted April 22, 2020 ouh sorry missed that.....yea tesla is a good idea. Quote Link to comment Share on other sites More sharing options...
Punitron Posted April 22, 2020 Share Posted April 22, 2020 Or adjust at flamethrower settings like : coolRate // rate at which weapon cools for weapons with heat maxHeat // time it takes for weapon to overheat Could be good too ? 1 Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted April 22, 2020 Administrators Share Posted April 22, 2020 @Bobekk That would be good as well. We need to play around to achieve best outcome. 1 Quote Link to comment Share on other sites More sharing options...
D..X Posted April 22, 2020 Share Posted April 22, 2020 http://wolfenstein4ever.de/index.php/downloads/viewdownload/32-et-skins/1176-tesla-gun @daredevil 1 1 Quote Link to comment Share on other sites More sharing options...
BLAAT Posted April 22, 2020 Share Posted April 22, 2020 Maybe change flame pickup to limit to soldiers? Avoid flaming medics etc Quote Link to comment Share on other sites More sharing options...
Siwex89 Posted April 22, 2020 Share Posted April 22, 2020 6 minutes ago, BLAAT said: Maybe change flame pickup to limit to soldiers? Avoid flaming medics etc I belive that medic can pick up only smg 😕 1 1 Quote Link to comment Share on other sites More sharing options...
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