Flikswich: between the “oomph” that ut guns are known for and the balance that a game like quake has.
No version of quake is super balanced really. From the outside looking in they are, but when you consider that ql duel is essentially played with three weapons, its hard to say that the others are “balanced” – At least not from a damage output or even usage perspective which is generally the catch call for balancing the rocket/flak in ut. For other gametypes with weaponstay turned off (TDM) shotgun and plasma are probably more interesting but when you look at ut gametypes and weaponstay it poses the same problem as ql duel, especially when mappers lean towards including all weapons. If the ql weapons were transplanted into ut gametypes with weaponstay on and added to levels the way they generally are in ut-land rl/lg/rail would be dominant still. Maybe a starting point before going down the arduous road of creating this weapon replacement mutator is to put forth what players see different weapons doing while keeping in mind how they were used in previous iterations. The biggest issue facing ut4 weapons is double up of fire modes and trying to make them unique. See: pulse pull. homing bio weirdness.
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And even the ql community has cried blue murder over 7-7-7 lg for years, 80 dmg rail (previously 100)
quake2 has tiered setup which is interesting but hard to implement in ut as there are fans of every weapon and noone wants their fav gun relegated to the crap pile of the lower tier? Again this is not-balanced but it works well.
quakeworld has the most unbalanced weapons in the history of fps (maybe), no matter what players say about toxikk or ut4 rl, the qw rl blows it away. But this works really well. At least for TDM.
At the end of the day it comes down to what an individual player considers balanced.
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