Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Whiteace » Sat Mar 24, 2012 3:03 pm

Lol sorry i'll put my book down on the laws of physics now.
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Re: Brütal Doom v0.15a Hotfix

Postby Sergeant_Mark_IV » Sat Mar 24, 2012 3:09 pm

Well, seriously guys. You are trying to hit the same button that has been fixed months ago!
The current arsenal has been tested, refined, rebalanced, and elaborated over 2 years. There is ABSOLUTELY NO REASON to throw everything from the window, and start a whole new arsenal with every weapon having a different tacticool alt fire, Crysis 2 stuff, and shit like that.

And again, the Pistol again? Why it again?
Somebody answer me: Why should I add a weapon that NOBODY WILL EVER ACTUALLY USE IT BECAUSE ITS WEAKER AND SLOWER THAN ANYTHING ELSE, AND USES THE SAME AMMO OF STRONGER WEAPONS?
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Sat Mar 24, 2012 3:31 pm

Sergeant_Mark_IV wrote:Look, I don't want to look rude, or anything like it, but...

No. Seriously, NO!


Was worth the try anyway. :)

Well, seriously guys. You are trying to hit the same button that has been fixed months ago!
The current arsenal has been tested, refined, rebalanced, and elaborated over 2 years. There is ABSOLUTELY NO REASON to throw everything from the window, and start a whole new arsenal with every weapon having a different tacticool alt fire, Crysis 2 stuff, and shit like that.

And again, the Pistol again? Why it again?
Somebody answer me: Why should I add a weapon that NOBODY WILL EVER ACTUALLY USE IT BECAUSE ITS WEAKER AND SLOWER THAN ANYTHING ELSE, AND USES THE SAME AMMO OF STRONGER WEAPONS?

First I would like to state, that the thing I really love about your mod is the usefullnes of guns. I simply cannot play without your mod, thats why I posted the ideas here. So great respect for the choice you've made.

Now about my ideas: please take a note that there are not many new weapons I propose: just some dark magic stuff. All the others already exists in your mod.
The crisis stuff is for a sake of item replacements which is for a sake of unnerfed Doom1 gameplay mostly. Why the fans of D2 have to play the nerfed Doom 1, just becouse it was released earlier. Now, with ZDoom we have all the tools to improve it!

Ok, now the "pistol" question:
You are right Mark than pistol is just weaker than any other weapon. On the other side: its classic!
I recommend to tweak the first, and respect the latter, so my ideas are:
-It's possible to dual wield pistols (considering pistol clip is 20 rounds (like Rifle), two of them are worth 40 shots of continued fire, 2x the rifle). 20 clip unreailistic maybe? See FiveSeven on Wiki.
-no recoil (can be used over chasms etc, without the risk of falling down)
-optional: if they're still too weak - make them silenced! For ex. "internally suppressed". This will allow them to be used in the very same cases as fists.
-my motto is: "Most content improved, no content removed" :wink:

I want to be clear: I don't want to force my point of view, just want to explain that those ideas took some real good amount of thinking.
I have a great respect for your work Mark, just wanted to make it even better.

ps. Can wait for 0.16. :wink:
Last edited by Zaero on Sat Mar 24, 2012 3:49 pm, edited 2 times in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Whiteace » Sat Mar 24, 2012 3:36 pm

But aren't magnums powerful? Especially the Lightning hawk fully upgraded on resident evil 5.
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Re: Brütal Doom v0.15a Hotfix

Postby DOOMGuy007 » Sat Mar 24, 2012 3:49 pm

Umm... SgtMKIV... When I meant Pistols... I meant a pistol with the power of the Pistol from Halo 1... Because that pistol... the M6D... IT HAD A FUCKING PUNCH! IT WAS LITERALLY A HANDCANNON! That's what I meant...

Like a pistol that's not too weak, and not too strong... just the right balance...

P.S The Pistol from DOOM 1 is a Berreta M92FS in case your wondering.
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Sat Mar 24, 2012 3:51 pm

Whiteace wrote:But aren't magnums powerful? Especially the Lightning hawk fully upgraded on resident evil 5.


I don't recommend magnums. This would require new ammo type being introduced, unless you want to have 600 (or 500 in my opinion) bullets to use in magnum/s. Simply unbalanced.
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Re: Brütal Doom v0.15a Hotfix

Postby Whiteace » Sat Mar 24, 2012 3:59 pm

I actually heard once that some guy put small shotgun shells into a magnum looking gun.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sat Mar 24, 2012 4:07 pm

Magnums generally are powerful, yes.
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Re: Brütal Doom v0.15a Hotfix

Postby DOOMGuy007 » Sat Mar 24, 2012 4:09 pm

And... a Magnum would be untrue to DOOM... Just sayin'. Why not have a powerful Pistol like the Desert Eagle, Berreta M92FS Heavily Modified, etc.etc.etc.
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Re: Brütal Doom v0.15a Hotfix

Postby Whiteace » Sat Mar 24, 2012 4:13 pm

DOOMGuy007 wrote:And... a Magnum would be untrue to DOOM... Just sayin'. Why not have a powerful Pistol like the Desert Eagle, Berreta M92FS Heavily Modified, etc.etc.etc.

Sorry to be rude but your a effing retard the desert eagle is a magnum.
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Re: Brütal Doom v0.15a Hotfix

Postby Marnetmar » Sat Mar 24, 2012 4:14 pm

Or just put in a fucking semiautomatic pistol that looks cool and leave it at that.
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Re: Brütal Doom v0.15a Hotfix

Postby Sgt Dopey » Sat Mar 24, 2012 4:15 pm

Also the magnum is a type of round not a gun
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Sat Mar 24, 2012 4:26 pm

Marnetmar wrote:Or just put in a kek'n semiautomatic pistol that looks cool and leave it at that.


He he look like the discussion is drifting into a Halo TC direction. This is not what I intended. My ideas are pretty "classic".

Did you know?
1. Doom 2: each ammo type is used by 2 weapons (Rocket Launcher being the exception). In my idea there is also the rule (bullet weapons being the exception).
2. Doom: Each ammo type has small and big variant. Big gives the same amount as 5 small. The rules are also a part of my "idea".
3. The player looses no features becouse of suit-modes and item replacement stuff.
4. The whole suit idea has also a small, mumbo-jumbo sub-story:
Why only a Doomguy was able to defeat the hellspawn, when all others failed?
Skills of course, but not only.
The answer is: becouse he and some companions of his (see Character Classes) where equipped with new, experimental battle suit, clearly seen on Doom1 startup screen. I named their squad "Alfa" and the suit "Omega". See the joke? :D
5. All 4 Skulltag weapons (railgun, minigun, grenade launcher, bfg10k) are included in my "idea" as altfires.
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Re: Brütal Doom v0.15a Hotfix

Postby Hellstorm Archon » Sat Mar 24, 2012 6:18 pm

Zaero wrote:He he look like the discussion is drifting into a Halo TC direction. This is not what I intended. My ideas are pretty "classic".


"Classic"? Since when is the idea of a battle suit "classic"? Seriously, there is a good reason why Mark_IV did the weapons and gunplay as they are. Following along with what he said, are you really asking him to throw out all that hard work just to put in some "tacticool" Halo/Call of Duty horseshit? If you honestly want gameplay like that in Doom, try Project MSX.

And on the subject of a pistol (yes, this even applies to the magnum, Desert Eagle, Beretta M92FS, etc.) in Brutal Doom, it has been brought up and answered numerous times. It will not happen. Not now, not anytime soon, not ever. Hope that's been cleared up (for the umpteenth time).
Last edited by Hellstorm Archon on Sat Mar 24, 2012 8:28 pm, edited 1 time in total.
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Re: Brütal Doom v0.15a Hotfix

Postby TheDarkArchon » Sat Mar 24, 2012 6:37 pm

Sergeant_Mark_IV wrote:And again, the Pistol again? Why it again?
Somebody answer me: Why should I add a weapon that NOBODY WILL EVER ACTUALLY USE IT BECAUSE ITS WEAKER AND SLOWER THAN ANYTHING ELSE, AND USES THE SAME AMMO OF STRONGER WEAPONS?


The only way I can think of a pistol fitting into the BD arsenal is an infinite ammo, piss weak backup ranged weapon a la Quake 2's blaster but it would still be a silly addition to the arsenal that way.
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