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ET NQ #1 Flamethrower suggestion


BaBeLo

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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

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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. 

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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.

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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.

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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 by Old Owl
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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. 

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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 {		
		}
	}
}

 

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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. 

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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. 

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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 ?

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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 😕

 

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