Lately, I, Modesty, and a friend of ours have been playing Aleph One with a home-made physics file made to compensate for the game's lack of perfect weapon balance. The file has been modified between each game in order to fine tune balance. After some weeks of playing we all have come to the conclusion that this is the version of Marathon with the best weapon balance we have played so far.
In hopes that other Marathon players will choose to use this physics model for their future games, I have included the file as well as a modified version of Delusions of Grandeur for download. The map has different weapon placement to compensate for the weapons that now have different functions than before, and I also took the liberty of modifying the map layout a bit as well.
For the first time ever I don't think "ah, free kill" when I meet someone equipped with the fusion or alien gun.
Download the file here: Click to view attachment
For what the file actually does:
Changes to weapons:
(Sorted by effective weapon range)
Fist
- Damage no longer scales with velocity and now always does the full amount. This was done to make the fist slighty more useful. (Mind you, it is still a last resort weapon)
- Damage is 50-60 (3 hits to kill)
- Damage type and sound effects changed to Flick'ta Claw for added kick and better sound effect.
- Optimal range: Short (Duh!)
Flamethrower
- Speed increased from 341 to 400. This also means a small increase in range.
- Is now "persistent and virulent", which means it will pass through its target and damage everything it comes in contact with as long as it exists. This also means that you will take damage if you are too close to the flames when they hit another player or monster.
- Optimal range: Short
Shotgun
- Amount of bullets per shot changed from 10 to 15.
- Damage lowered from 20-24 to 12-14 per bullet. Maximum damage is slighty lower than the original, but will still kill in 1 if most of the projectiles hit)
- Projectile error changed from 5 to 7. This means the bullets will spread out a bit more.
- Optimal range: Short
Basically, these changes mean that you will get less lucky shots at longer range, since bullets deal less per bullet, but will be easier to hit at all. In effect this makes the shotgun less deadly at longer range.
Rocket Launcher
- Now has a purtier contrail effect.
- Cooldown between shots increased from 18 ticks to 34 ticks. (Means it now fires slower. 30 ticks = 1 second)
- Can place time bombs with secondary trigger. Time bombs use the same ammunition as the primary trigger, and will be dropped where you stand. Once they stop bouncing they go off.
- Time bomb explosion radius is 3600 (rockets have 1500)
- Time bombs do the same damage as the rocket, which is 250-300
- Optimal range: Short
Note: The time bombs use shots ID 23, "Energy Drain".
Assault Rifle
- Projectile error reduced from 10 to 5. You can now actually hit your opponent.
- Projectile velocity increased from 1024 to 3024 (Yes, that's triple the original)
- Grenade error increased from 0 to 2.
- Grenade velocity increased from 256 to 285
- Optimal range: Short-medium
Fusion Pistol / Combo gun
- Complete redesign. The fusion gun is now actually useful in network games.
- Primary trigger now fires high velocity projectiles with small area of effect and high kick. The kick effect will disrupt the opponent's movements by tossing him around, thus making him easier to hit.
- Damage type is now "electrical staff" (required to get the high kick effect on impact)
- Secondary trigger fires a burst of 4 slower, less powerful projectiles.
- Primary fire damage is 50-55, secondary fire is 24-32 per projectile. (Shots to kill: 3 primary fire, 5-7 secondary fire)
- Optimal range: Medium
[i]Note: VacBobs now use the "unused 1" projectile which is a copy of the original fusion pistol shots, and so are not affected by the fusion pistol changes.
Flechette
- Projectile velocity increased from 1024 to 3024 (Yes, that's triple the original)
- Optimal range: Medium-long
Pistol
- Damage increased from 20-28 to 38-40 (shots to kill: 4)
- Projectile velocity increased from 1024 to 3024 (Yes, that's triple the original)
- Optimal range: Long
Alien Weapon
- Complete redesign. The alien weapon is now a long range single shot energy weapon with no error.
- Damage is 80-100 (Shots to kill: 2)
- Projectile speed is 3024 (Built-in conventional weapons have 1024)
- Magazine capacity 7
- Uses Fusion Batteries as ammo
- Is no longer lost when you run out of ammo.
- Optimal range: Long
Note: The projectile used by the Alien Weapon is now "Unused 2". Enforcers still have their old projectiles.
Physics changes:
- The maximum look up/look down angle has been increased from 42,6666 degrees to 85 degrees. Note that this will make the built-in landscape textures look odd, but will otherwise not affect gameplay in a bad way.[/i]
