From : Coltrane
Subject : mailbag
Just wanted to say that I love the mailbag. It's the light of my life :P,
it's the creme filling in my (mmmmm) donut, it's better than (well...maybe
not BETTER than) an ice cold Guinness.
Oh, come off it. NOTHING compares to an ice cold Guinness!
What A Rush
Raising a storm this week was Severen's editorial about weapons balance,
From : Russell Bornschlegel
Subject : "Bring Back The Rush" - a valid point
Since Q2 came out, I've been a supporter of its weapon balance.
"Bring Back The Rush" is the first thing I've read that changed
my opinion at all on it.
Any number of people have said "Quake 2's weapons suck, d00d,
the Quake 1 rocket launcher was totally fucking rad," but finally
someone has explained exactly why that might be the case.
I can finally see the downside to the balanced weapons in Q2.
My reaction to the Pro-Rocket initiative, yesterday, was:
"if you want Quake 1, you know where to find it"; today, it
almost makes sense.
From : Mayhem
Subject : RE: Bring Back The Rush Editorial
I just wanted to make a comment on the Bring Back the Rush editorial.
Although I tend to agree that there needs to be some distinction between
weapons besides what kind of ammunition they use and how they use it, I
do think that there is alot to be said for weapon balance. The biggest
thing in favor of weapon balance is that unbalanced weapons were what
The first campers were people who would run for the RL, then hide
someplace nearby and frag anyone who went for the weapon of weapons.
Nowadays, camping is merely someone sitting in a dark area where it's
easy to pick people off from. But it's much less pronounced these days
since the weapons are more balanced.
From : DeathnemO
Subject : Quake 2's Rush
Leave the "rush" where it is. The weapon balance is probably the most appealing
factors of Quake 2. However, I'm glad they aren't perfectly balanced. For example
the blaster and shotgun can't compare to a rocket launcher and railgun. Each gun has
it's own advantages, and if you use it right, you can frag using whatever weapon you
Gone are the days where the one person with the rocket launcher dominates the
entire game and the other weapons might as well be obsolete. I enjoy being able
to pick up a supershotgun and, at close range, make a person with the RL eat
buckshot because the rockets travel slower and are better balanced!
From : Essobie
Subject : Balanced Weapons
I think that Severan is smoking crack if he thinks that weapon balance was brought
on by "External Pressure"... unless of course he is talking about the GAME PLAYERS
There was nothing more annoying about Quake 1 Deathmatch than the ability to
totally shut down another player in 1 on 1 by simply running back and forth between
the only two weapons that meant anything on the map: the Rocket Launcher, and the
OTHER Rocket Launcher.
What most "Pro-Rocket" fans fail to realize is that what puts the rush in Quake 2 isn't
the weapons themselves, it is the players who wield them. A rail from any distance is
deadly, but only if they have line of sight. A Super Shotgun blast is MORE than deadly,
but you need to be right next to your target. The Grenade Launcher is deadly, but only
if you use it in a way that surprises your target (i.e. bouncing the shots off of walls), and
the list of weapons and their best uses goes all the way up to the BFG10K.
If anything, Quake 2 Deathmatch is even MORE intense than Quake 1 was, simply
because in Quake 1 you had nothing to fear from your opponent while he/she did NOT
have the Rocket Launcher yet. In Quake 2 you have to fear them just about ALL of the time.
From : Iman L. Crawford
Subject : Weapon Balance in games
I have to disagree with the idea behind the editorial. The best free
for all frag fest deathmatching game to date has been Doom. While
the super shotgun was the weapon of choice, if you knew that's all
the other player used you could change tactics / weapons to defeat
them. No weapon was best, in all circumstances.
From : John W. Ellenberger
Subject : Weapon Balance....
I recently read the editorial by Severen regarding weapon balance. While I agree with
his major point (that balancing weapons to where they are essentially generic is bad), I
disagree with his method.
Personally I believe the rocket launcher in Quake has ruined the deathmatch experience.
As Severen states in his editorial, once someone gets the rocket launcher, about the only
thing that can kill them is another rocket launcher. This strikes me as boring.
My all time favorite deathmatch game was Doom II. Sure, the rocket launcher was nasty,
but shove the double-barreled shotgun into someone's gut and pull the trigger! Plus, no
annoying blast damage.
My point is that I don't want a game with one 'all powerful' weapon. I want a game with many
different weapons, each 'all powerful' in it's specific environment. Weapons selection should
be a skill, yet another part of the proficient deathmatcher.
From : Alex Watters
Subject : RL editorial... He's soooo wrong...
The best way to increase excitement is not one superweapon, but just increased lethality
throughout the game, like in Doom, where deaths came at a far more rapid rate, and
everything was more tense, without wimpy armour that insure survival (ala Red armour
in Q/Q2). Take out the armour and beef up _all_ (and I do mean all) weapons and the
tension will increase vastly, as players rely more on skill to avoid being killed, and all
weapons have a chance of killing. No superweapons, more fatalities!