The wind of Change...
if u have rpoblems with harmless bfg and bfg jumping maybe u can increase health for fixinig that
well i will try to do another cfg soon
I'd be eager to play a harder cfg, but first it would have to be made
Oh and a poll about multijumps would be useful..
I only started playing E+ a few months ago and pretty much the only server I play on is DeeX, so I'm limited in experience to judge other configs. What I can say is that I love DeeX is set up, with a few exceptions.
I think rail, bfg, multi-jumps, and all that stuff is great the way it is. It makes the game into something different, and that's what I really like about this mod. Making the mod less "excessive" even by changing a couple of things by a small amount (ie, railgun or bfg often isn't one hit kill) would completely change the style of gameplay and the kind of skills needed.
One thing that worries me about the whole CFG idea in E+ is that people might decide to change configs that work just fine and ruin them (IMHO, of course). People will argue that certain changes will make it require more skill, when in reality it would just be changing the kind of skills needed and make it more like regular Q3.
There are improvements that could be made. I would personally like to see the other less mainstream weapons be more powerful so that all the weapons would be viable in combat. I find myself using just BFG, railgun, and shotgun (and the occasional LG) because everything else is pretty much obsolete. MG, LG, and PG could be made more powerful while rockets could gain more splash or something like that.
Good points have been made about eliminating or nerfing multi-jumps. I guess there would be some benefits to doing so, but I don't really see why leaving them in is so bad. It makes it easier for the newbies to not be complete sitting ducks, and gives experts more flexibility. They're not even that important, I seldom use them for moving around and I move around very quick.
err just dl'd tars config and gonna test it out...tar could you perhaps arrange for a server to test this config..then perhaps we could get together some guys and test it out with humans..that would be really nice....i understand the basic idea and i can imagine how playing a lot on e+ current configs mite get a little boring so im ok with testing a different config out to see if it really does make a difference..as opposed to just talking about it ofcourse lololol...
err on multiple jumps and stuff...well i do have to say that moving skills in e+ are pretty degenerate compared to say CA in cpma because of more weapon damage..as a result moving with say bfg and rockets is much more effective in e+...this is an unavoidable side effect of having "excessive" weapon damage..and as far as i can see theres really no helping..but theres also no avoiding the fact that people who e+ only move like noobs in cpma..(believe me i know...i used to play cpma only for a year 2 years back and i was good at moving...when i restarted playing quake 2 months back i played pretty much e+ only and now that im beginning to play just a little cpma im finding it very difficult to get back in the movements/strafejumping mode for cpma...)....
i personally think it would be a good idea to not have multiple jumps on most maps...its pretty easy to learn to build up speed with weapon jumps and have enough speed to do one big jump that would achieve the same purpose as multi jumps (a pretty easy example to see this would be the jump across the gap from rail place to the bridge in q3dm6...altho this can be done without any sort of weapon or multi jumps..most people use multi...but if u go to clan arena servers u can easily see poeple building up a little speed with rocket off the wall and making the jump)...however i wouldnt mind having multi jumps on say a map like dm17.....its nice to be able to do the bfg jumps to the top and then have the multi jumps option available so u can maneuver in the map...(hey torzelan if ur reading this stop calling me names lolololol....torz disagrees with this point rather fiercely haha)....
damn i was going to address some other points too but after writing so much ive totally forgotten the other things...haha this sorta thing keeps happening to me..o well the rest shall come in another post soon perhaps...
Haha xD Well you should see the frickin' book I've posted on the topic of BFG jumping in the Hyper private forum, crushes the "Me joining!" one in the public section atleast ^^
But yeah it's like with Jazz, if it works for you - fine and it's nothing "wrong" with it, but try to force it onto me and I'll... cut you, or some other cool gangsta stuff. I'll send my dawgs and they'll all do a lot of damage without any BFG jumps, yo.
i wrote this cfg some minutes ago
maybe testing it out? it has multijumps and more but some other things are "fixed"
what you want already excists, and its called: baseq3
Quote
It's not a suggestion just something to work on. Make any suggestions, changings or anything you want I didn't try it with humans and i worked only a few hours on it so it could suck too hard in real game. Also starting ammunition and regen aren't that good. I am still trying to get the dead to drop their weapons, which will change many things
Config {
Name: ""
Date: ""
Author: ""
}
Misc {
Unlagged: 1;
Physics: 2;
Solids: 0;
Default Weapon: 0;
Start Weapons: 511;
Start Powerups: 0;
Weapons: 255;
Items: 1023;
Ammos: 255;
Drop Enable: 127;
Bounding Box: 0.8;
Switch Time: 150;
Spawn Protection: 0;
Destroyable Missiles: 1;
Inactivity Spectator: 90;
Teleport Missiles: 1;
Multi Jumps: 0;
DM Flags: 33;
Gib: 1;
Corpse Time: 2;
Respawn Time: 1700;
Chat Protection: 0;
Mute Spectators: 0;
Regen Factor: 0;
Battle Suit Factor: 0.5;
Health: 300;
Health Soft Limit: 0;
Health Hard Limit: 0;
Health Regen: 0;
Health Regen Amount: 0;
Armor: 0;
Armor Soft Limit: 0;
Armor Hard Limit: 0;
Armor Regen: 0;
Armor Regen Amount: 1;
Armor System {
System: 0;
Quality: "Green";
Green Limit: 100;
Yellow Limit: 150;
Red Limit: 200;
Green Quality: 0.5;
Yellow Quality: 0.66;
Red Quality: 0.75;
}
Anti Camp {
Time: 12;
Radius: 300;
Damage: 125;
}
Weapons {
Offhand Grapple: 0;
Suicide {
Damage: 0;
Radius: 0;
Style: 0;
}
Gauntlet {
Cycle: 400;
Damage: 250;
Weight: 1.0;
}
Machinegun {
Ammo: 80;
Cycle: 70;
Damage: 30;
Splash Damage: 0;
Regen: 1200;
Radius: 0;
Knockback: 0;
Spread: 200;
Radial: 1;
Bounce: 0;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
Shotgun {
Ammo: 10;
Cycle: 900;
Damage: 35;
Splash Damage: 0;
Regen: 2000;
Radius: 0;
Knockback: 0;
Spread: 700;
Radial: 0;
Style: 1;
Bounce: 0;
Gravity: 0;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
Grenade Launcher {
Ammo: 10;
Cycle: 850;
Damage: 250;
Splash Damage: 170;
Speed: 700;
Regen: 2500;
Radius: 200;
Knockback: 0;
Style: 0;
Bounce: 0;
Gravity: 1;
Time to Live: 8000;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
Rocket Launcher {
Ammo: 10;
Cycle: 750;
Damage: 230;
Splash Damage: 200;
Speed: 900;
Regen: 1700;
Radius: 90;
Knockback: 150;
Style: 0;
Bounce: 0;
Gravity: 0;
Homing Factor: 0.3;
Time to Live: 100000;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
Lightning Gun {
Ammo: 80;
Cycle: 70;
Damage: 25;
Splash Damage: 10;
Regen: 510;
Radius: 100;
Knockback: 0;
Range: 768;
Style: 0;
Bounce: 0;
Sky: 1;
Weight: 1.0;
Self Damage: 0.5;
}
Railgun {
Ammo: 10;
Cycle: 1100;
Damage: 300;
Splash Damage: 0;
Regen: 1700;
Radius: 150;
Knockback: 110;
Bounce: 0;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
Plasma Gun {
Ammo: 70;
Cycle: 130;
Damage: 90;
Splash Damage: 60;
Speed: 2000;
Regen: 750;
Radius: 50;
Knockback: 35;
Style: 0;
Bounce: 0;
Gravity: 0;
Time to Live: 100000;
Spread: 300;
Sky: 0;
Weight: 1.0;
Self Damage: 32;
}
BFG {
Ammo: 12;
Cycle: 1100;
Damage: 200;
Splash Damage: 150;
Speed: 1500;
Regen: 2500;
Radius: 70;
Knockback: 170;
Style: 1;
Bounce: 0;
Gravity: 0;
Time to Live: 100000;
Sky: 0;
Weight: 1.0;
Self Damage: 0.5;
}
}
Items {
Shootable: 0;
Respawn {
item_armor_shard: 20;
item_armor_jacket: 20;
item_armor_combat: 20;
item_armor_body: 25;
item_health_small: 35;
item_health: 20;
item_health_large: 25;
item_health_mega: 35;
item_quad: 120;
item_enviro: 120;
item_haste: 120;
item_invis: 120;
item_regen: 120;
item_flight: 120;
weapon_gauntlet: 5;
weapon_machinegun: 5;
weapon_shotgun: 8;
weapon_grenadelauncher: 8;
weapon_rocketlauncher: 8;
weapon_lightning: 8;
weapon_railgun: 8;
weapon_plasmagun: 8;
weapon_bfg: 8;
ammo_bullets: 18;
ammo_shells: 14;
ammo_grenades: 14;
ammo_rockets: 14;
ammo_lightning: 14;
ammo_slugs: 14;
ammo_cells: 14;
ammo_bfg: 14;
holdable_teleporter: 30;
holdable_medkit: 40;
team_CTF_redflag: 30;
team_CTF_blueflag: 30;
team_CTF_neutralflag: 30;
}
Amount {
item_armor_shard: 10;
item_armor_jacket: 35;
item_armor_combat: 50;
item_armor_body: 100;
item_health_small: 5;
item_health: 25;
item_health_large: 50;
item_health_mega: 100;
item_quad: 30;
item_enviro: 30;
item_haste: 30;
item_invis: 30;
item_regen: 30;
item_flight: 60;
weapon_machinegun: 100;
weapon_shotgun: 30;
weapon_grenadelauncher: 30;
weapon_rocketlauncher: 30;
weapon_lightning: 150;
weapon_railgun: 40;
weapon_plasmagun: 150;
weapon_bfg: 30;
ammo_bullets: 50;
ammo_shells: 10;
ammo_grenades: 10;
ammo_rockets: 10;
ammo_lightning: 60;
ammo_slugs: 20;
ammo_cells: 30;
ammo_bfg: 15;
holdable_teleporter: 60;
holdable_medkit: 60;
}
}
ps I didn't start it from scratch, i used plus.cfg
--edit--
Now that i look at it again, it kinda sucks If i fix the ammunition and the dead drop their weapons it might be better