Weapon Balance Thread

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Lyta

Sassy
Aug 31, 2004
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Nah .. Sniper Turrets .. that's what all the players will love :lol:

Placed by Rangers at high places they'll kill you all over the map as soon as you stick your nose out of your base.
 

Blackhound

New Member
Aug 27, 2004
5
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Pfft, freak that. i'm gonna make Jugg turrets. You won't see nothing, just BOOM... Everyone's dead.
 

Bleeder

Co-Founder, U2XMP [Ч] Clan
Feb 26, 2004
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teh Intarweb, duh
I just want to be able to deploy turrets faster and use less jump juice when deploying them. Currently you can adjust that with set commands in U2xmp, but it sounds like those hax will be nix'd in UTxmp :( So I guess my statement is that I think it takes too long and uses too much juice to deploy turrets.
 

PRG

XMP Beta Tester
Nov 11, 2003
722
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Visit site
[_X_]BULLDOG said:
just a couple of things i would like to see that tech's turrets use less energy, and i would like to see the tech's turrets do a 360 turn instead of 180 tune.
oh how about tech's building gas turrets as well as the rocket and gun turrets........lol :lol: :lol: :lol:

Bleeder said:
I just want to be able to deploy turrets faster and use less jump juice when deploying them. Currently you can adjust that with set commands in U2xmp, but it sounds like those hax will be nix'd in UTxmp So I guess my statement is that I think it takes too long and uses too much juice to deploy turrets.

These are utterly the last things needed.. In general, the amount of "aim" needed to kill someone with a turret is almost nil compared to say a sniper shot. Putting in things that encourage spam will invariably encourage this mod to FAIL. People with skill with quickly get annoyed and go back to mindless fragging on regular 2k4 as their aim and movement will win the day there.
 

Bleeder

Co-Founder, U2XMP [Ч] Clan
Feb 26, 2004
803
0
16
teh Intarweb, duh
PRG said:
These are utterly the last things needed.. In general, the amount of "aim" needed to kill someone with a turret is almost nil compared to say a sniper shot. Putting in things that encourage spam will invariably encourage this mod to FAIL. People with skill with quickly get annoyed and go back to mindless fragging on regular 2k4 as their aim and movement will win the day there.
Yeah I suppose maps with more than 2-3 gens do tend to cause some spammage. That's my take on that.
 

Bishop F Gantry

New Member
Aug 18, 2004
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PRG said:
These are utterly the last things needed.. In general, the amount of "aim" needed to kill someone with a turret is almost nil compared to say a sniper shot. Putting in things that encourage spam will invariably encourage this mod to FAIL. People with skill with quickly get annoyed and go back to mindless fragging on regular 2k4 as their aim and movement will win the day there.


Turrets do not move around, dosent have adjustable zoom, cant self heal, cant drive veichles, cant grab artifacts, hack power gens, and Rangers is generally the fastest thing alive unlike Turrets...

Rangers Aim and Movment already wins the day in XMP, and your way overestemating the effectivness of turrets against skilled people...
 

PF Prophet

New Member
Dec 9, 2003
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ok i didnt read all the posts but i read a couple of prgs and most of the others on page 1/2 and i gotta say i like the balance for the most part but i can see a few ways to make things for the gunner a little better

RocketLauncher: make pfire trackable to where the gunner keeps his retical (guided by the gunner like a laser targetr)
flame: like the idea of an CAR type wepp for all classes myself give the gunner a high power version with attached flamer

give the gunner some kind of turrent to lay and give the ranger the tripmines

as for the CAR well i think the tech's and gunners should have a wepp thats of the style/class for hitscan but it should have FAR better range it is a rifle after all

the techs should have at leasrt 2x zoom after all its got a scope on it dosnt it :)(also could note that the helmet could have the zooms)

to me the pistol is fine as is it just needs to have a counterpart inother classes hell why couldnt a tech carry a version of the pistol that had only pfire

on b4 mantek or anybody jumps allover this im not saying add/change things now

you could offer the abuility to do so later via mod/mutator or even an inv station like trade out system

if i had the choice i would rather have the CAR then the pistol as a ranger even with its current range hell i would even trade the pistol and shocklance for CAR since it can do bouth jobs OK not perfect but it would give something that could destroy turrets (primary use of the shocklance is altfire to blow defences)

oh the one other idea i had for the gunner in the past was a rappid fire small cali shotgun like a 410 chaingun like effect not a truly FAST firerate but but like using the high power machiengun in tribes1 mods (only the jugie could carry it and it was POWERFULL) it would give the gunner decent range with simi accuracy and decent damnage but it wouldnt be as high a firerate as something like the car

i may post more thought later its late and i need to get some sleep but naa im gonna game :p
 

Dandeloreon1984

CXP Director
Jan 31, 2004
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know what, i will probobly say this now, but let the u2xmp beta testers fix the problems( finding them mainly ), and then of course, leave it at that :)... because anything else you think should be done or want to be done should be done via mutators that you write, not the mod creators.... don't give fmi more to do, i think they already have a full plate as it is.
 

[_X_]CaptInsano

New Member
Sep 14, 2004
42
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Houston. Tx
I think the classes are pretty darn even! All I've heard from 90% of this thread is how everybody wants their favorite class to be stronger and the other classes weaker.
If your a sniper and your getting owner by a tech, then you need to step up your game.
IMO - Ranger's have the most advantages in the game. Super scope/sniper rifle, bad ass pistol w/ killer range, shock lance that will fry vehicals and people alike, and a 'nade launcher, which also adds to the strength of their superior speed/agility. Not to mention mini-raptors, health packs, and physical size. Why on earth would anybody feel the Ranger needs to be stronger?!? His only weakness is Shield-

The gunner has the second most advantages in the game. C'mon, locking missles with splash damage? Invisible Napalm flamer?? 'Nades of death??? All of which kill very quickly. Then there's the conc. jump, and the flying flamer, and don't forget supply packs, trip mines, and land mines. The gunner has alot going for him.

The TECH is my favorite class. Shotty is the only real weapon I have and it's only a med. to close range weapon. But like somebody said ealier, if you get that close to a tech, then you deserve to die. The AR is not long range(accept alt-fire) and doesn't do near as much damage as the Rangers pistol or rifle(I only use this when I have no more ammo). The emp 'nade isn't as strong as the shock lance for vehicals, and works even less on people. The Fire 'nade and the Gas 'nade are pretty equal. Then there's the turrets which are balanced by the gunners mines. Of course the Tech also has shield packs, but everyone has already mentioned that shield is the least affected stat in the game.

So keep it the way it is, it's worked great for 9-10 months. Don't need to fix something that isn't broken!
 

Bishop F Gantry

New Member
Aug 18, 2004
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[_X_]CaptInsano said:
The gunner has the second most advantages in the game. C'mon, locking missles with splash damage? Invisible Napalm flamer?? 'Nades of death??? All of which kill very quickly. Then there's the conc. jump, and the flying flamer, and don't forget supply packs, trip mines, and land mines. The gunner has alot going for him.

Gunners are the slowest, lowest stamina, his shields dosent offer any additional protection against the other classes, and the primary and secondary weapons of the gunner are very easily avoidable by both ranger and tech, the only thing gunners can absorb damage from are other gunners and thats simply canceling out a gunner with a gunner...

yeah the dreaded missile locks, that you simply sidesteps, those lock on missiles couldnt hit the broadside of a battleship if it was moving half a knot, if the lock on missiles where harder to dodge they would be an advantage but its silly how easily avoidable they are even for clumsy gunners...

Flamer isnt invisible, and the range is laughable considering the gunner is the slowest of the lot and his shields dosent offer any protection worth mentioning and its situational the flamer can only be used if the techs and rangers allows gunners to get that close...

conc jump and flying flamer has a very limited use, and if you wanna move that fast use the ranger, its a far better class overall...

trip and land mines more deadly for your teammates than the enemy, mines are a two edged sword and easily avoidable, the pros of land/trips cancels themself out with the cons of them...

You got me the Gunner has supply packs :lol: , thats it, the Gunners shields have been borked ever since XMP was released, if thsoe where fixed so they actually could absorb damage gunners might even be a practical unit for offense or deffense...
 

FurociousFa

Banned
Apr 1, 2004
493
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MI
capt insano, sorry but your wrong on MANY POINTS.

1. suicide raptors are a mutator, they weren't put there by LE
2. ever wonder why shotty is called techs sniper?
3. ar isn't meant to be huge damage, and it is incredibly hard to hit with pistol from more than 40-50 feet because of the accuracy of it (something like within 3% of crosshair)
4. EMP nade IS stronger than shocklance, pay attention and it DOES more damage too.
5. in response to bishop, if you play xmp with a team (in your case xF i believe?) then your teammates usually pay attention to mines, otherwise thats just your fault or theres for not paying attention (rarely do people run over teammates mines in a scrim where the team is well coordinated)
 

[_X_]CaptInsano

New Member
Sep 14, 2004
42
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Houston. Tx
Yeah, the suicide raptor is a mutator, but most servers are using it(accept in tourny's).
Our server uses Smart Mines, which would be a cool addition to UTXMP, but your right, an organized team doesn't trip all over their own mines.

I have to shoot at least 3 EMP 'nade's to kill a jugg and it only takes 2 Alt-fire shots w/ the Shocklance, plus the bounce effect, and slow but long range, make it a respectable weapon.

I have to admit the Gunners shields don't offer the protection they should, (accept against other gunners).
Those rockets and missles definately hurt, even if you side-step in time, 'cuz ev1 knows about the splash damage and aims for your feet. That's why they have to be so slow, so people can get away from those rockets!! The missle locks are difficult to avoid, especially if you are out of jump juice! If you send some at my vehical, I might as well get out of it soon, 'cuz it's gonna blow unless I can find cover fast!
Despite the Flamers short range and nearly invisable Napalm(which could last a little longer), it still packs quite a punch in close quarters. +IMO, the Flying Flamer trick makes the Gunner able to travel way faster than the Tech. Tech's can do 'nade jumps(like Gunners), but at the cost of half their health. Gunners lose way less health when conc. jumping.

I never heard the Shotty called the Tech's sniper, but I like it! The Shotty RULES!!! You must FeaR the Shotty!!! ..........LOL
 

FurociousFa

Banned
Apr 1, 2004
493
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MI
You are sorrily mistaken, i believe it takes no less than 4 alternate shocklances each one does approx 250~ damage, while a nade does 280. AND shocklances move much slower very unlikely you hit a raptor going away from you, while with nade it is a manageable task.

Smart mines are bad, for example a map like rampant or sunset, if the place was spammed with mines how do you expect people to get past in any logical way? thats just a free-card to be wreckless with mines if you ask me.

the flame from flamethrower adds VERY LITTLE amount to distance if any in non low-grav servers. The conc nade if timed right DOESNT take away half the health 15-25~ depending on angle/closeness to conc nade.

and btw, you can get introuble for nudity in your sig bud.
 

Mantik

Master Beta
Apr 2, 2004
1,029
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Philthy
\/\/0RF said:
That can't be right, I've seen Juggs taken down with 2 alt-shocks.

They were already damaged. It takes 4 alternate shock lances to bring down a jugg from full health. I thought I've seen a jugg get taken down in 2 emp nades before, from full health but.. well.. I don't play tech enough to know and I don't use the jugg enough to find out. That's just my experience anyways. And dick, stop being so argumentative.. we all know that rangers are undoubtably the strongest class in the majority of situations, it's just common fact considering the majority of the fighting done on maps is done out in the open, where the ranger rules the roost. I'm not saying you should nerf them or anything, but quit trying to downplay their ability.. nobody is that dumb.

There is only one point to this thread and I think it's been proven beyond the shadow of a doubt, and been beatenl into submission.. and that is this point:

YOU WILL NEVER GET EVERYONE TO AGREE. Therefore I propose that FMI disregard this entire post of nothing but nonsensical drivel and "my class needs this and your class needs nerf'd" crap, and just do what they do and we can deal with it. I mean after all, if you don't like UTXMP you can always go play TEH UBER AWESOME LEET TRIBES! :lol:
 

[_X_]CaptInsano

New Member
Sep 14, 2004
42
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Houston. Tx
I agree 100%

Originally posted by [BBF]Mantik
YOU WILL NEVER GET EVERYONE TO AGREE.
Therefore I propose that FMI disregard this entire post of nothing but nonsensical drivel...
....and like I said before...
I think the classes are pretty darn even! ..... So keep it the way it is, it's worked great for 9-10 months. Don't need to fix something that isn't broken!
P.S. The mines are easier to get by than the turrets, 'cuz you shoot one and everything nearby get's blasted too.... sorry your offended by my sig.... makes you wonder if your playing against me, her, or the death skull....LOL or maybe it's all three!!! (Hey, that isn't fair, must be cheating) ....J/K
 

[_X_]BULLDOG

New Member
Jul 23, 2004
25
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FurociousFa said:
and btw, you can get introuble for nudity in your sig bud.

Hey [PET]Detective you leave [_X_]CaptInsano sig alone it's a cool sig,
matter of fact i made that cool sig.
why don't you remake your sig and have that girl in the nude...we all would like that...lol :D :D :D :notworthy:

ps
if you ask me nicly i make you a cool nude sig just said me a naked photo of your self..hmmm thats if you realy are a girl.....lol
 
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