I like the idea of a weapon select in Siege mode, but the problem is, the weapons are crazy imbalanced as they stand. The Nucleus is useless, with a 4 second reload, and the railgun is crazy overpowered. My suggestion is to update the reload times. Currently, they are:
#Const C_RocketGain 1. ///< Rocket ammo regen speed
#Const C_LaserGain 0.5 ///< Laser ammo regen speed
#Const C_NucleusGain 0.9 ///< Nucleus ammo regen speed
I'll probably play around with these values next time I run Siege on my server, but that should be a starter for balancing the weapons much more. The laser becomes a high risk/high reward gun and the Nucleus is much more usable but not "spammable."
kalstrams wrote:You just have to learn to play. A proper nucleus can be more valuable than anything else.
Come on. The Nucleus can be powerful, yes, but it's also by far the hardest weapon to use, and by no means needs a nerf like it has now. Right now, the Nucleus is all but pointless in Siege - even people who are good with the weapon don't hit every shot, and the slight advantage the nades have over the rockets doesn't even remotely make up for a four second reload.
And on the other hand, the rail is the easiest gun in the game, and by far the most powerful and has no disadvantage in Siege mode. I cannot imagine a single explanation for the way Siege was balanced.
I agree with kalstrams here - the Nucleus is pretty powerful as it is. For one thing, it is effective area-denial (large, slow, obvious shot with splash damage and proximity detonation). Firing it at the pole, for instance, can keep the attack away for a few crucial extra seconds. The proximity detonation also makes it perfect in corridors - you cannot dodge it like you can dodge the rockets, and so an attacker is forced to either retreat or accept a point of damage. Firing into a group can achieve many hits (5 is my record).
The main advice, then, is to remember that the Nucleus is a tactical weapon. Set yourself up with a good spot, such as a corridor or doorway, preferably one where you can take cover between shots. Let the rocket-wielding goons go ahead in front of you and soak up the railgun fire. Stay out of view between shots - it is very easy to hit with a Nucleus shot, so you will want a long life in order to fire as many shots as you can - especially as you will probably be unable to just rush in and immediately kill the targets, seeing as you only have two shots and most opponents will have more than two health. Don't stand about where you are railgun fodder - stay in cover. If you see a maniac running towards you and you are out of ammo, run away! Some people I have seen actually try and run and dodge in combat with an enemy like this whilst waiting to reload - if you flee, you'll know where your enemy is coming from when you do have ammo and be able to prepare for them.
Following these rules, I am often able to get the highest or one of the highest scores whilst defending on Siege games! I average 3 or so points per pole lost whilst defending and on certain poles (the second pole of the default map that is entirely made of ruins, no grass - can't remember the name - for instance) I can hit as many as 10 points whilst defending assuming that no attackers have pushed ahead and nab me before I can get into position.
Still, though, the Railgun is definitely overpowered. None of the other weapons have the range to combat it, and it is only due to its inaccuracy and the fact that most of Nucleus use consists of concentrating on not getting shot that I don't get annoyingly sniped every time I spawn. Most of the people I play with get picked off that way without even hitting anyone... being first to attack is pretty much suicide.
Heh, guess I severely underestimated the Nucleus, then. I guess it's fine as is. I think we can all agree the railgun in Siege is OP as it stands, though.