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Сообщить о проблеме с переводом
And yes, Quake 2 is from the era before gun balance was a thing, basically newer gun = usually better.
So trying to edit things is perhaps against the original gameplay.
You can peek-and-shoot with any slow firing weapons, but railgun being hitscan with infinite range is best at that. Phalanx works too at that but mostly against targets that won't dodge, otherwise a lot of it's dps (supposedly higher than railgun) is wasted; still can make it work against small-medium targets too if you have enough time and ammo, you will hit eventually (or kill with splash). So, I have no issues with mag rail - but apparently you do since you are unable to comprehend that raw damage/firerate stats do not decide by themselves. When you mention other weapons as counterarguments to deserved railgun nerf, don't forget to also state other factors.
It is... until you run out of ammo, which happens real soon if you try to clear more than few medium-large enemies with it. IS worth saving bullets for when you suddenly face a small army, tho.
There's nothing wrong with having plenty of ammo in a game.
When Q2 came out people were still playing FPS games without +mouselook as standard, people weren't trained aimbots back then.
If you have plenty of ammo... it might just mean you've got better at the game and games in general. The game wants you to have plentiful ammo and to use it. It's not panic button weapon like the BFG in the new Doom games.
And there's no reason to balance a gun around 25 years of skill development.
Quake 2 plays a certain way and these balance changes do nothing to honour it and the more time I spend with the game the more I realise some of these new changes were big mistakes that damage its identity.
We have been stating the other factors, that's why there's a whole conversation about the DPS which you're choosing to ignore.
Plus with this version the railgun has had a natural reduction in its abilities anyway even without the damage reduction - flying enemies in particular path towards the player quickly so can be more difficult to line up, same with berserkers because of their leap attack, and enemies can spot the player from longer distances and wider angles so it's harder to find unaware enemies to use the bonus damage on.
Yes, damage nerf is only second best compared to theoretical ammo nerf. If you only had 5 slugs per pickup and 50 max with backpack, you would need to actually consider situations it should be used at, limiting it's usefulness. Still, we have what we have; not a perfect solution, but still decent. (Not sure, maybe devs are reading this and can change it to low-ammo old-damage version?)
That said, perhaps the devs might make it a toggle option. in which case I'd be glad to keep it.
We may as well try to make the balance work if it's got to change, instead of it just being a set of weird and arbitrary changes.
He's relenting a little bit and upping it to 125, but I've tried ask him to change it to 135 but I think its unlikely.
This has the tank still taking 6 shots to kill instead of 7 in remaster and 5 in vanilla, but also gets berserkers and icarus' going down in 2, but that still leaves some of the mid to late game enemies a bit tankier too, hence I'd like the developer in question to change it to 135.
Best I can say is that everyone here who wants to change it, head on over to the official Quake discord and politely engage in a conversation with somebody who goes by the alias SPONGE.
https://discord.gg/qd4HBBPc
Just tell them you'd prefer it the Railgun slaps.
If he says, well you'll just use the Railgun and nothing else, just give him and honest answer as to yes or no, and politely nudge him to reconsider the change some more.
I have listed them from highest damage to lowest and pointed out the Railguns with arrows:
1. BFG 10K: 17,500 (looking at enemy)
2. Chaingun: 13,440
3. Hyperblaster: 12,000
4. Ion Ripper: 10,000
5. Plasma Beam: 9,000
6. Rocket Launcher: 7,000 - 8,400 (direct hit)
7. Super Shotgun: 6,000
8. ETF Rifle: 6,000
9. Pre-nerf Railgun: 5,700 <-------------------
10. Phalanx: 5,700
11. Grenade Launcher: 5,100 - 5,600 (direct hit)
12. Machinegun: 4,800
13. Nerfed Railgun: 3,800 <-------------------
14. Hand Grenade: 3,250
15. Proximity Launcher: 3,000
16. Shotgun: 2,400
17. Chainsaw: 2,100
18. Blaster: 1,200
Can't place:
Trap: instant kill but most larger enemies are immune
Tesla Mine: ?
The pre-nerf Railgun sits at the #9 spot out of 18 weapons a.k.a. right in the middle (#6 out of 11 without expansion weapons), a mid-tier weapon yet it was deserving of a nerf for some reason? This is made even more absurd by the fact that ALL THREE of the top 3 weapons in the game GOT BUFFED. Why? WHY?! The ridiculousness doesn't end because the nerfed Railgun sits at the #13 spot (#8 out of 11 without expansion weapons, this is absolutely insane!). The nerfed RG is only better than the ammo-less emergency weapons and "starter" guns which get superior versions later such as the Super Shotgun, Grenade Launcher, Chaing-hey wait a minute...The nerfed Railgun is WORSE than the Machinegun, a starter weapon that gets an upgrade in the form of the Chaingun.
So the nerfed RG isn't even better than the intentionally crappy guns despite formerly being a power weapon meant to take on the most dangerous tanky enemies in the game. It's the second to last weapon you find, when top tier enemies become much more commonplace, yet it gets outpaced by one of the first guns you find which gets an upgraded version later on. A mid tier weapon nerfed to the point where it's one of the worst weapons in the game while top tier weapons like the BFG, Chaingun and Hyperblaster GOT BUFFS! This is not game balance!
Either way, yeah, someone should send this chart/post to Sponge.
Apparently the "surprise damage" that doubles the damage on unaware enemies is what prompted the Railgun nerf. Which tells me they should have just reduced the surprise damage for the Railgun specifically, instead of the base damage.