thanks for the good feedback! My answers point-by-point:
Shovel is a bit too hard to use with it's extremely slow swing time. If it would be able to one-hit kill a revenant, then, well, it should compensate. But it doesn't as of now.
Well, since it's often seen as a precious ammo-saver especially against melee-only opponents like demons and spectres, I decided to tune this secondary melee weapon on them. As a consequence, a single hit can put to rest a demon or spectre, but to be used effectively, the weapon tricks you a bit on timing (also to justify the use of the steel claw after you acquire it). Still, I've discussed in an earlier post the possibility of at least speeding up the charged blow.
[...] pistol tends to miss my mousecliks. Sometimes, I can fire 6-7 shots per second, sometimes, I can do only one. Is that intended behaviour, bug, or my mouse bitching again? [...]
I guess I wanted it more-or-less intended as of now. That is, if you stop the firing string for a bit more than before, the weapon definition forces you to wait even more...
But I realize I should change it! I'll include this change in the next release, too...
Shotgun ended up being my favourite weapon of the mod, but it still feels underpowered. While a single blast is devastating and blah(two-hit killing hellknight is not something to be joked with!), the three-seconds reload is a bit too much. Might I ask to make it possible to break the reloading process after loading first pair of shells to make a quick shot?
Concerning power and timing, I really am satisfied of how it turned out in the end, as it is now (a couple times, I managed to kill a mancubus by unloading this weapon on it). However, allowing to break the reload sequence is something I would definitely consider integrating...
Stake gun. Second most used weapon, mostly because it's quite the only way to get rid of coolant gel early on.While it's fast, accurate and stuff, and certainly more powerful than the handgun, it still feels greatly underpowered, even less powerful than a original doom chaingun. Higher damage average of a single shot is a bit not enough against not that high clip size, lower firerate and higher random damage range.
Also, is it ok that I can't reload it while having less than 50 coolant gel?
I had some doubt on this, too. I'll probably increase the power of each round by a slight amount... And yes, 50 coolant units are required as a minimum, since you're supposed to reload the weapon in a "magazine-like" fashion...
Flaregun. Oh dear. This is probably the second flame-based weapon in the world that managed to dissapoint me that much. The damage is aburdly low(a single flare is not enough to take care of a demon), it's being dealt in a absurdly long time, the firerate is not-that-absurdly-but-still low. The gun basically has no practical use other than a flashlight launcher. Even quake 2 blaster was SOMEWHAT useful other than lighting the way - but in your mod, the flaregun will be the last thing I draw ever. I'll rather go meleeing than trying to kill someone with it.
I toned it down a bit mostly because of the "chain-reaction" effect you can exploit with it - start fire on one zombie or imp in a group, and fire will most probably propagate to all others afterwards. Anyway, rounding its damage towards higher values for the next release shouldn't harm anybody... But demons!
Also, I want to increase the average duration of a lighting flare.
The thing that looks like a plasma gun. This is the only weapon in the whole mod that feels like a REAL weapon, not a toy. While it's short ranged, it wields the power. Tough monsters are solidifed in ice with it really quickly(sometimes making me think that this weapon is even a bit OP!), projectiles rip trough enemies, and the reloading isn't a bitch on this one. But ice statues make this weapon somewhat hard to use, especially in close quarters. The fact that statues are hardly breakable drives me nuts alot. Really. Can I request an altfire for this gun, that makes a quick kick/punch/swing/whatever that can break any statue with a single hit?
I too feared it would be overpowered. While it's great for dealing with tougher foes one-to-one, it gets a bit cheap with multiple waves, mostly because of the ripping effect (allows you to hit living opponents behind vitrified ones). Also, I had somehow conceived the claw as the weapon of choice for breaking glass statues. In the end, I think I could:
1. Give all glass statues the +DONTRIP flag;
2. Have the Claw and Vitrificator altfire switch to each other.
Also, an item that gives you all the keys? You're got to be kidding.
Yet it happened to me that no matter how much I was looking for a key, at times I would get stuck behind a certain door in a megaWAD now and then... And so, this is my "legal" solution for such cases, provided you find one (very rare!
). The airborne thruster serves more or less the same purpose, only for unreachable planes...
when you gib a revenant, with those nitrocubes for example, he breaks in half.
NO BLOCKING FOR GIBS.
The legs of revenant blocked the doorway and I had to noclip out.
I happened to find out about that, too. Will be fixed for sure!
Marksman Rifle. Clearly underpowered. While sporting such a low firerate, killing hellknight with 8 shots? What the hell? And as for perfect accuracy - we have pistol, which has perfect accuracy BTW, is faster and has cheaper ammo.
What Chrono said
Try the altfire stance, you won't be disappointed!
Please, when calling A_WeaponReady in Nitrocube launcher reloading state, use WRF_NOBOB so the weapon doesn't twiches awkwardly when you reload and move at the same time.
Good point - shall be done, too. Also, I have to fix the same thing in some of my older mods...
Welp, good work overall. Keep it up man.
Thank you! @danyudanyu0821:
generally this is a kick ass mod.(i played Polaris in a dark air-coned room, OH WHAT FUN IT WAS!)
Air-coned, eh? Must try that too...
on an unrelated note, I found the left hand annoying so as of now I am flipping all your hands to right hands.
Heh heh! The only game I know of, that was ever fair about this was Unreal (allowed to specify if the player was left- or right-handed, and displayed the HUD weapons accordingly). @Steve1664:
Cryo-mines get my vote, simply because they fit with the theme and the negated damage to the player makes them much more desirable to use in heavy action situations. Maybe enemies can get flash-frozen like with the freeze rifle? That'd certainly help keep some pressure off while you scramble to take care of the stragglers who manage to survive.
Seconded! I have an idea about that.
[...] I also think the stakegun can use just a bit more punch [...]