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Nuke Death (blowing up after you die)

Posted: 05 Jun 2011, 23:59
by chin.democ.
Had some recent comments on the server saying that Nuke Death (blowing up after you die) should be taken off, I was just wandering what the general consensus was after hearing a few negative comments towards it.

Your thoughts on whether it should stay or go please!

Re: Nuke Death (blowing up after you die)

Posted: 06 Jun 2011, 02:07
by Majestic
I think it's actually a great part of the classic FGS game. I have as of lately started playing again whenever I feel like it and whenever I have a spare moment, and I still like the extra element it brings. It makes sure that there are no really unstoppable players who can pull off headshots at incredible rates and keep on picking up bodies for medkits. Furthermore, I feel that it balances grenades out a bit more, gives the user a bit more freedom to use grenades whenever they like, as they don't have to worry about it falling into enemy hands. I'm rambling a bit, sorry.

TL;DR I've been playing a bit of DXMP lately again, and I think it's just fine with nukedeath on.

Re: Nuke Death (blowing up after you die)

Posted: 06 Jun 2011, 02:37
by ~][FGS][Nobody~
I agree. Nuke death is a basic element of altfire, which defines the nature of altfire gameplay.

Anyway, I don't get why people are complaining.
The loaded nukedeath is not even the full hardcore version anymore, but a tamed one with less collateral damage and no explosion on close combat kills.

Re: Nuke Death (blowing up after you die)

Posted: 06 Jun 2011, 12:27
by ShadowRunner
Noodz wrote:The loaded nukedeath is not even the full hardcore version anymore, but a tamed one with less collateral damage and no explosion on close combat kills.
Yes I saw this and think it's a great call. The damage reduction seems fine, cos I still see players exploding and getting punished for not being more aware. I'm guessing that comment was either from Whiplash or BizonNorbi. It's great to be able to use DTS, if players want to suicide kill, they can still do that too. If I remember rightly we can not use RX mod on altfire, great shame, because I think reduced lams are far better than sneaky vac nades, and if remote, would be ownage. It's one more reason I wanted to try a second server, low grav/tac+RX lams plus medium Altfire maps plus SG maps. Since 60%? of the players hang on ZXC now, clearly not everyone wants "normal" or "professional" servers.

You will get these players, some of the new but regular players and the worst offender used to be Whiplash. They are just asking, but it comes across as very urgent and very like you are being instructed or ordered, usually about taking a map off or putting one on. Maybe it's not so bad as it used to be, the more experienced players have given up and also have THC to play on. Since a few people know you have ftp, that's why they are targeting you now probably, same thing happened to me.

Also you'll get a ton of players bullshitting you as well, telling you that x number of ppl left cos z happened, or y player did that, or that this map is not good because blah, blah. But it's usually very transparent because it doesn't tally with what you see.

Can't say I totally love Nukedeath, but when server was without, it made me very nervous watching people getting used to altfire without. Without is just that little bit easier. With it on, you really have to have the moves, if you are going to fight close up. Also as well, it adds masses of tension, fear and excitement when two experienced players are e.g. stuck in the lift for ten seconds, would you shoot? would you wait, hoping the other guy isn't a noob? Or when you turn a corner and run into a guy, if neither of you fire, at what point falling back, should you fire? etc... love it. Just takes getting used to and you need the right maps, imo Proteus is perfect size. Even EnemyAtTheGates is still fast enough action.

some mouse issue causing double posts sorry.

Re: Nuke Death (blowing up after you die)

Posted: 06 Jun 2011, 23:14
by chin.democ.
It does allow interesting scenarios, like close combat fighting, not shooting because you know you will probably die (I guess it could be handy to carry a melee wep for these circumstances), closely following a teammate around a blind corner is a bad idea too, I guess it's a nooby thing to complain, I just thought I'd raise awareness as it was said by more than one person at the same time.

Re: Nuke Death (blowing up after you die)

Posted: 07 Jun 2011, 03:19
by ShadowRunner
Real men play altfire.

It's like the wild west, that moment of tension, is that crazy illegitimate child going to kill us both, who will draw first.

Hmm, we run into each other on a corner, we're backing off, getting ready to fire, do u draw DTS and hope you're quicker than me retreating and firing?

Sometimes you see the Tango dance. Two players locked together, one is staying as close to the other as possible, but not firing, the other guy is retreating backwards, trying to gain distance to fire. Voila la Tango...

It's almost like dogfighting, waiting for his mistake...

Re: Nuke Death (blowing up after you die)

Posted: 13 Jun 2011, 19:16
by UnevenPavement
Sounds like the essence of DXMP, and the reason for its sophistication as a multiplayer as it required the coordination to "duel" with your opponents. I've experienced this in many gametypes, but none as satisfying as two evenly matched, symmetrically pinged veterans in a BTDM server.

Re: Nuke Death (blowing up after you die)

Posted: 14 Jun 2011, 11:07
by ~][FGS][Nobody~
Such conditions you can just have in a LAN game.

Re: Nuke Death (blowing up after you die)

Posted: 14 Jun 2011, 15:32
by Mastakilla
It's essential obviously. But on small maps or maps where alot of fighting goes on in small spaces it should be avoided. If it's a matter of on or off though I'd prefer it kept on.

Re: Nuke Death (blowing up after you die)

Posted: 19 Jun 2011, 16:22
by ~[FGS]SaSQuATcH~
It's a good tribute to killing agents in DXSP :oops: If only the visual effects could be the same!

Re: Nuke Death (blowing up after you die)

Posted: 19 Jun 2011, 16:44
by Mastakilla
~[FGS]SaSQuATcH~ wrote:It's a good tribute to killing agents in DXSP :oops: If only the visual effects could be the same!
Why can't they?

Re: Nuke Death (blowing up after you die)

Posted: 19 Jun 2011, 18:12
by ~[FGS]SaSQuATcH~
I don't know who designed Nukedeath but I'm pretty much sure it's possible to modify it to match the original :o

Re: Nuke Death (blowing up after you die)

Posted: 19 Jun 2011, 19:46
by Magus
I vote it's kept on. Sure, it's irritating not being able to find medkits, but that in turn pushes the focus onto map exploration and personal survival instead of relying on foes to keep you stocked up.

It also has the additional boost of removing the advantage of attacks where the assailant literally gets in your face and fills it full of lead at point blank - that's not how guns should work. CoD has the knife to solve these issues, we've got NukeDeath.

Re: Nuke Death (blowing up after you die)

Posted: 23 Jun 2011, 18:48
by ~][FGS][Nobody~
We've had endless debates about nukedeath in the past already.
With the tamed nukedeath we made a good compromise, I think.
It will not be removed.

Re: Nuke Death (blowing up after you die)

Posted: 24 Jun 2011, 03:31
by ~[FGS]SaSQuATcH~
fix explosion effect <3