I like watching demos by players like cypher,killmaster or zik,all time running ,very agressive style,gg zik :)maybe he is not superstar ,but he play quake ,not camping with reil ,like more players.
That'll make VQ3 tdm more playable. Players with MG damage of 5 can't do a shit to the heavy device carriers.
The only thing can seem bad, is machingunning alone-standing enemy with 2 or 3 players by machinguns. But at the same time it'll make more of a teamplay, less of a free frags.
If played really well: four people controlling a single map, in the pretty much same way as in 1v1(it's even easier with gun respawn=30sec), in such games you can control the map the whole game theortically, making huge score difference.
With mg=5 you can do nothing against such game. With mg=7 and a team play you can try to gain control back.
Well, I think it's discussible. it depends on what take as an example of perfect play.
If it is just a FFA-based(like most of the team games), then yes mg=5 is ok. but when players will play for each frag, then mg=7 would make sense.
It's maybe hard to grasp what i mean, what i understand under the real team play and so on, and may be i should go and play countrer-strike. and moreover nobody will make mg=7, as they dont fixed xerp. so there is no point of discussing this into the flames. that's just my opnion and i propose nothing but some thoughts.
Yes, it is very hard to grasp what you mean...please explain further than just saying that 7 mg dmg is better than 5...I have trouble understanding how improving the damage of the already overpowered starting weapon would increase team-play and make it less FFA than it already is.
it's not overpowered. in vq3 it's no equal for what it was earlier. in vq3 mg=5 have no chance vs other weapons, because deadly efficiency of the other guns has increased. xerp just makes it totally deadly, especially if you like running straight lines often.
with mg=5 you cant kill enemy really, because to kill you cant run straight lines. if run, you most likely be killed. if you fight you also die. so you can win the fight with dodging and likely stuff. but to dodge, anyway means to lose health due to adjacent hits. so you have small amount of time to kill enemy with mg by dodging. mg=5 cant do this. mg=7 will be art of skill.
that's what should be done to teamplay, to make it suit to the vq3 model of play, imo.
"in vq3 mg=5 have no chance vs other weapons, because deadly efficiency of the other guns has increased"
I completely disagree with this, a well aimed mg at 5 can rape the hell out of someone with a different weapon...watch some of the recent q3 tdm demos being posted, especially dm7....it is ALL MG! very boring imo. Also its kind of funny that you think mg SHOULD give you a chance vs. other weapons. AFAIK the point of a starting weapon is to leave you very disadvantaged vs someone with a different gun, which cpma vq3 obviously DOES NOT, and if it was at 7 there would be absolutely no point in even trying to control weapons, just time ra and cess cess cess (o wait it already is)
also, xerp only makes LG better, and MG as well. I don't quite understand where you are coming from on the dodging = u die faster because of adjacent hits...when i play i generally DON'T die when i dodge well...
you ussualy cannot dodge well, when you have only mg. with mg giving only 50 damage per second if you hit 100% the other guy can just run at you at the straight line not dying, and killing you. that's what happening actually in vq3 tdm.
on dm7 - plasma and rail are best weapons. the mg power you see on dm7 consist of 2 or more mg attackers of same target.
but well, anyway. i like 1v1 more. i dont really ike 4x4 because mg is so weak, to be honest :)
The damage output of my gun has nothing to do with how well I can dodge...I just think its already absurd that if someone with an RL is around lg range they have absolutely no chance against someone with decent mg aim who freshly spawned...Increasing mg damage would just make this worse
if i got an rl and 100hp, im scared as hell of a newly spawned with mg. With mg dmg at 7 going for a spawnkill would probably be as dangerous as trying to kill a quad guy that got a shotgun.
I think you dont know how to use mg, you have no clue how overpowered mg already is with 5 dmg, in the open / near open grounds which most tdm maps do have. I think mg already serves as a punishment weapon for the railer who misses a shot and pays up by conceeding mg damage, but its true good mg ing is a skill in itself.
pro-q3dm6: one cane perfectly control the map 15 minutes, giving an opponent no frags. Even pro's sometimes cant resist that dm6 magic. Remember toxic-vs-fox quakecon game.
in teamplay, in pretty much the same manner it can be controlable with 4 players .