by NeuralStunner » Fri Jul 01, 2011 8:53 am
Vanilla DooM used a fake Random Number Generator. It was essentially a list of numbers that would be looped through, grabbing the next one whenever a "random" number is needed.
Because of the setup, the SSG was more likely to get more high-damage hits out of 20.
ZDoom uses a "true" RNG, which keeps away from a pre-generated table, but gives more averaged results. I personally much prefer it this way, though some deathmatch nuts insist that the SSG is "broken" without the old, clunky, less-random-than-usual RNG table. (Skulltag actually has an option for that these days...)
My solution is to not complain that the SSG isn't as woah overpowered, and give the other weapons some use.
Vanilla DooM used a fake Random Number Generator. It was essentially a list of numbers that would be looped through, grabbing the next one whenever a "random" number is needed.
Because of the setup, the SSG was more likely to get more high-damage hits out of 20.
ZDoom uses a "true" RNG, which keeps away from a pre-generated table, but gives more averaged results. I personally much prefer it this way, though some deathmatch nuts insist that the SSG is "broken" without the old, clunky, less-random-than-usual RNG table. (Skulltag actually has an option for that these days...)
My solution is to not complain that the SSG isn't as woah overpowered, and give the other weapons some use. :P