I'm serious....looking in latest commits, I see you buffed bullets a bit, and I wonder if this is a problem. Shotgunners are instantly lethal far more than before, right out the gate on rifleman class, and burst zombiemen make things even worse, as they have almost better range, kill before you can react, and they are common enough that a small group would be a death sentance where before, with just automatics, it was a reasonable battle.
Beyond that, I did research, and delayed salvo bursts like the zm seem pretty expensive and prohibited, more than automatics by far, so I think such weapons would be reserved for ELITE troopers, and be in less stock besides. I would mind a FIRE LIMITER, essentially a 3 round burst like the smg, with the same rate of fire, but the burst salvo is incredibly excessive, and defeats the point of a poorly trained zombieman who was basically shown the basics and had a rifle shoved in its arms...as burst makes it way too easy for them to kill, where semi or burst made them struggle a bit, rightfully so due to the neurological damage from resurrection.
There's also the issue that zombies can slide around and move while firing without having aim significantly distorted like the player, which gives them a distinct advantage ANYWAYS, ontop of the numbers, demons, ect... And that, burst fire, stronger bullets, weaker kevlar is just too much at once I think. Zombies were always a huge threat, but zombiemen and shotgunners never killed instantly at range typically, you had a split second to retreat, at least...thats gone now it seems. I know its realistic, but I also wonder, would the tyrant REALLY want such effective guns being on his lowest level troops, that will inverably face loses, and arm resistance?... on a pure logistical level it doesn't make sense... And to be honest, this really destroys established balance pretty badly.
I'm also getting a strange scope glitch where half the scope is just skybox, and not an actual scope.
Fyi, I'm not backing down on zombieman burst fire... Realism be damned, it absolutely destroys existing balance, and the expensive, specialized burst setup shouldn't be in the hands of grunts (they were bad enough in jackboots, but those were rare enough it was tolerable).
EDIT: have i lost my mind or is green armor actually making bullets do more damage?! In testing, it seems i on average take 10% less damage from bullets without, or am i losing my mind? Also bothers me how marine enemies can tank a shotgun with Kevlar, but I cannot.
EDIT: i have an interesting idea, what if players can choose a body type, which effects stats? Large medium or small? Larger frames carry more, punch harder, have slightly more hp and general recoil reduction, while smaller frames can dodge better, faster, are generally a bit more agile, possibly fit through smaller gaps, and do certain tasks like opening boxes or medical work with better effectiveness... Would be an interesting addition to class.
EDIT: ok, just played latest commit, and one shots seem to be gone. Good, thanks, i thought you were on one of your "let's make hd unreasonably hard" streaks again... Glad to see i was wrong. I'm glad I can actually take a shotgun blast now.
Though armor now crashes gzdoom if you pick it up when its damaged, like after using a medkit. please PRIORITIZE, as this makes gameplay impossible.
... And stop buffing bullets, i already cannot beat the spider mastermind (though tower of babel is an interesting, and very possible fight. Though if i might say, maybe maps with bosses should always spawn tbs / rocket launchers. Getting a blooper against a cyberdemon is painful.
For consistency sake, should the pump on the hunter only go back when you release secondary fire like the boss? Beyond that, shouldn't health levels play a small factor using the pump?
I would honestly allow bullets to do a minimum damage of 1 to the bosses... I am a bit perturbed by the fact a vulcanette at full blast does 0 damage in a test of 1000 rounds. Not like its a lot, but it would be something.
With imps and 762, why not instead give a bleed out state? Or alter damage resistance? Or something?
Punches seem to REALLY THROW healer imps, to the point i think collisions should do damage to enemies. Also, isn't flick a bit pointless, couldn't you achieve this by enabling punching during leaps and sprints, and just let the player do it? Could also then give left and right punches, maybe with separate (sorta?) cool downs, and stamina effects, and crits would better when swinging the opposite direction of the arm. Would make melee combat slightly deeper, and i like the idea of doing a sprinting leaping haymaker on an imps face to fracture its skull with damage. And with this system the reload function would become unnecessary, so maybe a shove function would work great, throwing an enemy off balance for a second or so, depending on mass, or possibly hurling them with berserk... Alternatively, a sort of grapple effect would be interesting, perhaps a check comparison of angle, health, rank of enemy, ect, and either throwing them off balance, throwing off aim, and possibly even dragging them like a sort of shield like in metal gear solid... Melee could be much deeper, as it is in real life. And if players could possibly do meat shields similar to how babuins do grappling, i could see this becoming a very useful tactic. Even if it was janky, slow movement, and the enemy struggled, being able to briefly tank shots with an enemy body would become extraordinary useful.
My poor vision gave me an idea for fire. What if corpses could up being burnt to a crisp using a simple grey filter on the corpse? Give burned bodies an additional resurrect point like gibbed bodies.
Bfg brace should disable mantillng all but hip high ledges, this should also apply once you make a chaingun brace.
Isn't g11, the basis for zm66 pretty much smokeless? Because vulcanette spews smoke on high, killing my framerate. I think one cloud every 4 shots would be just as effective, and less laggy. Honestly smoke, and debris in general is a huge lag source. And has been.
For obvious reasons, chainsaw should be immune to close range weapon lowering.
Exploding sectors should really do damage behind the impact zone. Its shocking that i can fire a bolt that detonates a monster closet door, yet zombies behind it are unharmed. Even if the blast and heat didn't kill them, metal / wood / glass / rock fragments would lacerate them pretty badly like a large frag grenade. It might be a cheap way to clear monster closets, but damnit its realistic, and frankly i think its a perfect counter to one of hds biggest threats, that also involves a large investment. Bolts and heats aren't cheap!