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Author Topic: Too bad about the SNG (Reason to use it?)  (Read 20847 times)
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Tabun
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« Reply #20 on: 2005-05-15, 14:34 »

Sounds good to me.

Shambler: do you mean a tattoo made by the use of a nailgun, or a tattoo depicting one? ;]

In any case, there's work to be done still on Slipgate weapons (we're close to tweaking animations for most of the weapons, but the SNG needs some extra work from Pho), and with animations come POV-positions, so don't worry. We're on it!

And yes, this also means we're almost halfway done animating the Generations arsenal ;]
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Tabun ?Morituri Nolumus Mori?
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« Reply #21 on: 2005-05-15, 15:13 »

I would be happy when I could give you a SNG piercing :p
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Lordbane2110
 
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« Reply #22 on: 2005-05-15, 15:56 »

yeah up the nails

we need more nails of DOOM
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Makou
 

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« Reply #23 on: 2005-05-15, 15:59 »

I tried to get a demo of me ripping Ranger a new one with only the nailguns, since I'm not too bad with them, but I ran into a problem -- he would only use the RL, and he kept pasting me with it no matter what I did! And rockets beat nails any day of the week...
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Phoenix
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« Reply #24 on: 2005-05-15, 20:15 »

The idea is to keep him from getting the rocket launcher by needling him first!
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games keeper
 

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« Reply #25 on: 2005-05-15, 20:31 »

but again why needle him if you can rocketblast him into next year .
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Footman
 

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« Reply #26 on: 2005-05-15, 21:30 »

Because they're trying to demonstrate that the nailguns aren't useless. Didn't you read the rest of the topic?
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shambler
 
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« Reply #27 on: 2005-05-15, 22:01 »

Out of intrest, how does the hyperblaster compere with the SNG for ammo, speed, damage etc?
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Phoenix
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« Reply #28 on: 2005-05-16, 17:20 »

Hyperblaster
Refire delay:  100ms
Projectile speed:  1000 units/second (Quake 2 trajectory code)
Damage per shot:  15
Ammo used per shot:  1 cell
Max ammo:  300 cells
Ammo per weapon pickup:  50 cells
Ammo per cell pickup:  50 cells
Q3 Ammo sources:  Cells, BFG Ammo
Ammo shared with:  BFG10K

Super Nailgun
Refire delay:  100ms
Projectile speed:  1000 units/second (Quakeworld trajectory code)
Damage per shot:  18
Ammo used per shot:  2 nails
Max ammo:  200 nails
Ammo per weapon pickup:  30 nails
Ammo per small nailbox pickup:  25 nails
Ammo per lage nailbox pickup:  50 nails
Q3 Ammo Sources:  Bullets (25), Slugs (50), Cells (50)
Ammo shared with:  Nailgun

Nailgun
Refire delay:  100ms
Projectile speed:  1000 units/second (Quakeworld trajectory code)
Damage per shot:  9
Ammo used per shot:  1 nails
Max ammo:  200 nails
Ammo per weapon pickup:  30 nails
Ammo per small nailbox pickup:  25 nails
Ammo per lage nailbox pickup:  50 nails
Q3 Ammo Sources:  Bullets (25), Slugs (50), Cells (50)
Ammo shared with:  Super Nailgun
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Makou
 

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« Reply #29 on: 2005-05-16, 19:13 »

So here's a question for everybody: Why doesn't anybody ever complain about the Hyperblaster? Slipgate - Tongue
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Moshman
 
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« Reply #30 on: 2005-05-16, 19:39 »

I think the SNG in Generations is an awsome weapon, just the ammo is scarce like everyone else said.
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Nahand
 

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« Reply #31 on: 2005-05-16, 19:40 »

... nobody digs Strogg over other class? Slipgate - Wink ...

*looks at Tab with silly smile*
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shambler
 
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« Reply #32 on: 2005-05-16, 20:54 »

I think this highlights the problem then.

Hyperblaster
Max ammo: 300 cells
Ammo per weapon pickup: 50 cells
Ammo per cell pickup: 50 cells

Super Nailgun
Max ammo: 200 nails
Ammo per weapon pickup: 30 nails
Ammo per small nailbox pickup: 25 nails

Also Note: supernailgun=railgun!
  Slipgate - Laugh
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Tabun
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« Reply #33 on: 2005-05-16, 20:55 »

I don't complain about either nails or hyperbolts, so I don't see where that's an indication of anything ;]
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Tabun ?Morituri Nolumus Mori?
McDeth
 

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« Reply #34 on: 2005-05-17, 03:03 »

I don't hear the Waabulence Tab, do you?
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Thomas Mink
 

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« Reply #35 on: 2005-05-17, 03:09 »

I can't complain about the hyper bolts... I played 1v1 against Ranger the other day and used nothing but the hyper to try and compare. I found that my shots were hitting a lot more often than when I used the SNG.

I have no real idea as to why... I can lead and time a LOT better with the hyper than I can with the SNG. I beat him 10 - 3... I even avoided the ammo pickups, just keeping the 50 you get from weapon pickup (unless he dropped some in his backpack).

But anyway... the hyperblaster (300 max ammo, 1 cell per bolt) gets more shots compared to the SNG (200 max ammo, 2 nails per shot)... so I guess there's no reason to complain. And if anyone finds the same anomaly that I did above (being able to aim a lot better even tho the projectiles move at the same exact speed) that makes complaining even more unlikely. Slipgate - Smile
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« Reply #36 on: 2005-05-17, 03:32 »

I'm crap with the SNG be it in Gen or QW. Same goes for the HB. I just suck with Strogg cos I do. That said, Tab only beating me 3-1 on q2dm5 in 1v1 Strogg-only is an achievement in my book. The secret? HIDE!!
« Last Edit: 2005-05-17, 03:33 by scalliano » Logged

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Phoenix
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« Reply #37 on: 2005-05-17, 04:48 »

The SNG eating two nails per shot is why it runs out of ammo so bloody quick.  That's 100 shots from 200 nails.  A large crate of nails gives you 25 SNG shots, whereas a box of cells gives Strogg 50 hyperblaster shots.  As for ammo sources, remember that Strogg gets cells only from plasma and BFG ammo, the latter of which is very, very scarce, whereas Quakeguy gets nails from bullet boxes, plasma rounds, and railgun slugs, all of which tend to be somewhat common.  Strogg's hyperblaster is just a more efficient weapon as far as ammo usage is concerned.
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« Reply #38 on: 2005-05-17, 06:25 »

Shambler quoted from the stats of the SNG and the Hyper.  When weapons are basically similar, it can help to compare how much "damage" is contained in the weapon pickup and the boxes.

Damage in Pickup  (damage in one shot times number of shots)
SNG:  270  (18*15)
Hyper:  750  (15*50)

In one big ammo box
SNG:  450
Hyper:  750

In pickup + two boxes (which are often together )
SNG:  1170
Hyper:  2250

Max damage weapon can carry (according to max ammo)
SNG:  1800
Hyper:  4500

The biggest differences are with the weapon pickup and the max ammo.  

I agree that the hyperblaster can seem better than the SNG, even though it has to spin-down after every burst.  Maybe it's because you feel like you can sweep slower with it because you have more ammo, maybe it's because the projectiles appear closer to their real size, maybe it's by comparison to the class's other weapons (the SNG is, as shambler said, the Slipgater's railgun).  I agree with other people who have said the only thing that could be improved about the SNG is the starting ammo, possibly by upping it to 50.
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Phoenix
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« Reply #39 on: 2005-05-17, 15:53 »

Then it sounds like a plan. Slipgate - Wink
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