Rowsol wrote:Ok, guess I should do my part and provide some feedback on the mod. (I've only played Doom 2)
Negatives:
I don't like setpitch/angle, or recoil. I like how Demonsteele has an option to turn it off.

From my limited experience I've found the raven spell to be superior to all others by a wide margin. (this could be very wrong but I tried all the others and none came close imo)
The graphics of the two energy weapon projectiles are too big.
I don't like +ripper on the energy weapons. They still rip through enemies if the passive explosive damage kills them before the projectile hits them. Also, it's hard to utilize the death explosion or the BFG spray when it's ripping through everyone.
The kick seems to impact after your leg is fully extended.
Positives:
The jumping is the best part of the mod. Being able to move while in the air makes it feel so good.
There are obviously more but it's easy to remember faults when looking through the wad, not the positives.
- I'm already used to the recoil, especially from playing lots of Project MSX. But, it would be cool to turn it off.
- Hitchcock's Birds is a very very useful ability. With one unkindness (yes, a flock of ravens is known as an "unkindness"), you can take out a Spider Mastermind, and with three unkindesses, you can take out a Cyberdemon. However, it's not very effective against Knights, Barons, and Revenants... three of the most problematic monsters Cygnis comes across. While Revenants are continuously stunned by the birds, which is useful, Knights and Barons
and all of their relatives (Cybruisers, Bruisers, Pyrobarons, etc.) continue moving and attacking almost as if they weren't there. It takes three to five unkindnesses to take any of those down, which is a waste of mana and time. This is where abilities such as Frostbite, Scourgebreath, Gumpop (since they get much weaker, which conserves ammo and mana), and Annihilation come in handy. Bottom line: I
really don't think Hitchcock's Birds needs to change at all.
- The graphics on the energy weapons are perfect, since they are ripping projectiles. It's an interesting change. There are other weapons to use, other mods to play, if you don't like plowing through enemies with one shot. The only problem I have is that they don't deal enough damage. It'd be cool if the damage output was at least doubled, or if the ammo capacity was increased (well, the latter part seems to be fulfilled, as it seems that backpacks can increase overall ammo capacity by about 20%). Also, it'd be nice if the Old Dreadful's BFG spray was more powerful. It seems a bit weak for the Old Dreadful.
- As for the kick, what do you expect, since this game isn't 3D? This is pretty much the same aesthetic problem as holding a minigun while
hugging a wall.
Yeah, that's about it. Well, let me put in my two cents...
- It'd be cool if the metal sound from the punches play when Cygnis punches walls and the floor. I know his knuckles are made of metal now, but they wouldn't be hollow enough to make such a sound when punching flesh-and-blood enemies. It just wouldn't make any sense. I would suggest that when Cygnis punches and enemy, it makes a punching sound like from Brutal Doom... sounding like something fleshy... something breaking. Such as a monster's skull, y'know?
- If possible, could we find a skull sprite that looks more... fiery?