
Originally Posted by
EmeraldTiger
Remember about two updates ago, when the nailgun was given some fine-tuning? I can say it is easier to use than it was before the change, but I still think it could use some more improvements. I`ve been thinking for a while now about what exactly could make the nailgun a weapon that would have it`s own unique purpose, rather than just being a rocket-shotgun hybrid. Then I got this idea, and here are some cvars that can be used to test it in practice mode. (These aren`t exactly the same ones I used though)
g_knockback_ng 10
g_damage_ng 10
weapon_reload_ng 750
Although changing just three cvars may not seem like much, it would significantly help improve the nailgun, both in how powerful it is and how it could function as a weapon with a special purpose.
I heard there was a gun in the popular FPS Painkiller, called the stake gun. Apparently, the gun shot a spike(s) that would impale the player and push him towards walls or other surfaces with great force. As I thought of this, I immediately knew this would be a perfect function for the nailgun.
Basically, the above settings would give the nailgun significantly increased knockback. It would create a defensive style of play, where if the player is being by pursued by someone, he / she can fire the nailgun at them to push them back, giving them time to retreat. The new nailgun would also fire 25% faster.
Now of course, we don`t want to make it too powerful, right? Well, that`s why the nailgun damage has been reduced - now each nail only does 10 damage instead of 12, to prevent the SG and RL from becoming obselete.
Feel free to use these cvars in practice matches and experiment with them. Perhaps you may find better settings. I had a lot of fun pushing the bots around with the nailgun, and I`d definetely like to see these new settings be made official.