Cryomundus wrote:How, exactly? I've had no success using it, and I find it to be a fairly boring weapon overall. And if anything is beyond medium range it'll never touch it.
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Cryomundus wrote:How, exactly? I've had no success using it, and I find it to be a fairly boring weapon overall. And if anything is beyond medium range it'll never touch it.
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iSpook wrote:Cryomundus wrote:How, exactly? I've had no success using it, and I find it to be a fairly boring weapon overall. And if anything is beyond medium range it'll never touch it.Spoiler:
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You start with a throwing axe subweapon! No Timon's Axe, though.fukenciojones wrote:This mod is gr8,it just needs an axe to be more cooler :P
The problem with that is the hitbox, even at it's smallest, it still won't hit switches that are in very narrow corridors, as it'll still be too big. That, and some wads will have walls that block projectiles, but not hitscan weapons. The best option would prolly to add in a super accurate, 1 dmg hitscan shot to something.Vigilante wrote:About switches, I guess the least disruptive change would be to make the grappling hook have a smaller hitbox : it's always available, and centered. The change would make it a bit harder to hit monsters, but on the other hand it would be less blocked by nearby walls.
Uh, what exactly do you mean?Captain J wrote:i think the baisc shot needs some effort into it, such as replacing it into a something came from snes or genesis castlevania and gng series, just like what this gauntlet does!
So the powered arm cannon's primary fire is what you want to sound different? I've been looking at that thing and I feel like the primary fire DOES need changing.Captain J wrote:what i was sayin', the Firemace's Fire sound(LOBSHT) needs to be replaced into same format of their sound.