// Concerning people
I think the shotgun is probably more powerful than the stakegun 7 times out of 10 except in the hands of the best players who could likely do about equal damage with either in the same period of time (i.e. hit 1 stake shot or hit 3 SG shots with a good spread in the same time space).
I think rather than just the shotgun as the default spawn weapon, an idea might be a shotgun with a reduced damage stakegun as the secondary fire:
The stake would have to have reduced damage <150, and a slow reload time, even slower than the current stake (something up to 3s reload, rather than 1.5s how it currently is). However, it should operate similar to how the current shotgun/freeze whereby you can fire the freeze, then fire the SG a few times while the freeze reloads - i.e. you could fire a couple shots of SG, switch to stake and fire one shot, then switch back to SG while it reloads. Some will remember this concept from the earliest betas of CPM which had TRUE instant weapon switching, and one could fire a rail, switch to RL fire a rocket, switch to SG and fire then switch back to RL which had by then reloaded and fire it and then switch to rail which had by then reloaded and repeat the cycle again.
This would minimize the current lucky stake kills off the spawn, while providing the opportunity for skill with the spawnweapon (i.e. divine stake aim can still do serious damage). Perhaps even the shotgun could have a slightly reduced damage & increased rate of fire making it more like a boomstick.
Importantly, the secondary fire (reduced stake), should not be fireable in the first 3 seconds (or however long the reload time is set out - would need testing) after spawn (i.e. as if it were reloading), to prevent those annoying times when someone spawns directly behind you and is tapping fire and gibs you before you can turn around - pure luck and no skill.
However, it means that when the freshly spawned player is fighting a dominating player (RL/CG + Armour) with good aim they can still do some degree of damage (with the SG/Stakegun spawn weapon that is) and with great aim can kill them (i.e. connecting with 2 or 3 good SG shots and then immediately a stake - anything more is NEVER going to happen against a good player with RL/CG).
I think then, that the stakegun as it is now (200 dmg / 1.5s reload), should be a pickup weapon only (maybe
As for other balance issues: I think the chaingun needs the knockback removed (to make it easier to get away from when you
Thinking about it some more, I think there should maybe still be some degree of knockback up close with the chaingun or it just wouldnt be quite the same, but from the other side of the map it shouldnt have any (with the reduced damage).
I think that,and the knock-back changes would create reasons to use both the CG and LG in certain situations e.g. close range chaingun does more damage in skillfull hands, mid-range LG does same damage as chaingun but has significant knock-back and at long range CG can be used as a weak finishing off weapon.
Introducing more reasons to use different weapons in specific situations means increasing combo
With the suggestions I
And with the pickup version of the stakegun (identical to the current spawn weapon), you could see things like the player who
// Concerning suggested item placement changes (e.g. those in zr0/zaf
// About the suggestion for an ingame timer and the suggestion that it would make PK more tactical:
// Concerning the movement:
A lot of people have issues with the movement, and I would say that this is one of, if not the biggest things preventing more people from switching from their current game to PK.
In the period leading up to the release of the game, PCF/DC made claims as to the nature of the multiplayer gameplay being similar to the advanced nature of QW. This caused significant interest in a LOT of people. Some examples:
(03:09:44) [ @EventServices ] there is alot of controversay on the bunnyhopping in the single player demo, what will be changed if anything in multiplayer bunny hopping ?
(03:11:00) [ @PCF-Adrian ] Yes, we do realize b.h. should require “m@d skillz”, not just pressing the Jump button like a drunken monkey. SP b.h. will stay as it is, simple version, MP b.h. will be more advanced. We
As well as:
How much will the speed of the Mutilplayer mode change as compared with the Single Player demo, and then finally compared with the Quake series of games.
PCF-Adrian: We want to have a very fast MP, insanity, carnage, mayhem, ownage, you name it. Comparable to QuakeWorld, one of the fastest and most adrenaline rushing games ever. It
Now, (for totally understandable reasons) the multi-player gameplay hasn
I love PK, I think it
However, no matter how good everything else is, the game will never be fully embraced by the hardcore community without SOME kind of change. Not necessarily a direct copy of QW
For instance, the sideways bunnyhop is a great innovation, taking a mediocre element from UT (the dodge) and incorporating it into the quake-series style bunnyhopping to create something unique, and most of all, both useful AND skillfull. Having identical movement physics to QW I imagine would mean getting rid of that, and I don
Most importantly, strafe jumping (holding forward+strafe) should be added, however, it should be limited to the initial jump only (i.e. starting off the bunnyhop or just single jumps) – this would mean that the sideways bunnyhopping could be kept
On top of this, Standard air control (directional keys while in mid-air) should be added. As well as adding significant more options and skill to the movement, this would fix the problem when getting stuck on a jumppad.
The directional keys being pressed in mid-air would offer additional air control, but are not required to steer in mid-air (like you currently can using the mouse).
– If you are moving in one direction and you press the opposite direction you will stop dead (which is what currently happens).
– If you are moving forwards and press strafe right while in the air you will jeer to the right slightly in the air while still looking forwards.
– If you are moving forwards and do a 180 and then press backwards (which would now be forwards in terms of your momentum) while still in midair you would continue moving forwards (and bunnyhopping) at the same speed.
– If you were moving forwards and then curving to the right (less than 45 degrees) in mid air and you pressed the left directional key you would continue moving more-or-less forward (and possibly gain a tiny bit of speed – it seems that currently curving in the air increases speed/acceleration slightly – so being able to constantly curve & counter the change of direction with direction key could mean skillfull players could maintain an increased speed from normal).
– If you were curving more sharply than 45 degrees to the right and you pressed your left directional key, you would inhibit your momentum.
If however you still had a directional key pressed when you landed and then jumped, you would veer off in that direction (provided it was not counter to your momentum), as is what happens right now in PK (the sideways bunnyhop / dodge-type thing).
Apologies for the incoherence of this post, I