Spoiler:seeing as the single pistol has no weight, extra pistols have no use (new york reload is gone) and everything else, should pistols be pruned from backpack drops / other item spawns? seems it just makes extra effort involved to get the 15 rounds out, and since the pistol has no weight alone, theres really no reason to drop the pistol other than stripping out mags anyway. Getting extra pistols from a back pack for instance feels exceptionally useless. Infact, maybe they should have a chance to spawn armor vests.
As for armor bonuses with the "carry" idea, I was thinking since bonuses are a bit more of an artifact, that them being on use makes sense, perhaps like the spiritual energy of it effects the first person it touches, so carrying it obviously wouldn't work.... Though green and blue vests make sense. Speaking of armor, have you heard of graphene? Very lightweight, extremely durable? I know it might be perhaps overpowered for the mod, but still.
also may I suggest a small feature for the t-buster? can we get a way to make a tiny delay after the bolt explodes? I keep noticing at full battery the muzzle jump often makes me fry myself by zapping the ceiling with another bolt unintentionally, so getting a way to at least turn on a "semi auto" mode for it would be nice, perhaps bound to the weapon fire mode key. Just something so I can sniper through a small area without accidentally frying myself.
I'm also noticing many demons are immune to fire, namely imps, barons, baubins, and a few others..is this intended? I can see barons, maybe imps, but baubins seems to bug me.
a few monsters seem noticably weaker now with the new crit mechanic. Cacodemons can be killed with 10 zm shots carefully fired, baubins can be 1 shot, and revenants can be 2 shot with a hunter...not necessarily bad things, but something to note. I'm also noticing enemy herps are stupidly powerful now, and I seem to instantly die. I don't even hear it go off, I just collapse dead, and this isn't even close up, this is a good distance away (from start to hallway wall, in map01 of doom 2?)
Just an fyi, the spawn for the libby is weird in that the bullets inside it are technically impossible. It starts with 31 rounds, but the first round is not chambered, so theres technically 31 rounds in the 30 round magazine, which shouldn't be possible. Could either make it start with 30, or have the round chambered on pickup.
Sometimes for whatever reason enemy herps / derps get shot for no reason by enemies. is it possible the camera detection scan is causing retaliation when it hits a monster?
Just a thought, the current minigun spin sound sounds a bit off... not sure if its worth the space, but a softer sounding, more static noise would be better... Also, shouldn't the spin sound apply to a herp as well? Either way, I'd rather have the sound than nothing, but getting the very tail end of the rev up sound, but just extended by a good amount would be perfect imo.
Dodging cannot be performed during reloads. Really, I think it could be done, but would throw the magazine / possibly the gun to the floor during due to holding the weapon strangely and reloading while doing a quick, unplanned movement. Be it dropping shells, a mag, or dropping a heavier weapon like a rocket launcher / chaingun, I think having it as a possibility would be nice.
Holding down the run button while really, really tired makes you go slower than when not holding it at same stamina level.
"storedderp" is not a thing, I occasionally get an error saying this at the beginning of a level, coming from a random spawner
Because of recent changes to jumping, some mantling efforts cannot be made. particularly if you try to mantle something while your feet are technically off the ground, the mantle will not work well. First map of 3rd episode of starter pack is a good example, getting inside the fort isn't really possible.