VicRattlehead wrote:I'd like it better if reloading the combat shotgun worked similar to the reload sequence of the nailshotgun in Project MSX or the pump action in Lizard Squad where one press of the reload key would only load one shell and you can hold reload to continue loading more shells. It would make the combat shotgun work more similarly to its counterpart in DoomRL too since reloading the gun in that game only loads one shell at a time.
Triple S wrote:Definitely been having fun with this so far. Any plans on implementing some of the alternate fire modes for the weaponry? Like the pistol's aimed shot, sacrificing firing speed for accuracy, or the chaingun's Chain Fire mode, crippling mobility in exchange for the chaingun firing progressively faster. Would help the weapons perform better before you're able to mod them, which would be a godsend in quite a few WADs.
Triple S wrote:I feel the aimed shot would be good with the Scout, though... or at least give him more pistol accuracy to start with. Maybe the aimed shot would also have an extra damage bonus, not enough to make the primary fire pointless but enough to give a reason to use it, especially with Scout's increased pistol damage. I dunno, something to think about I suppose.
Triple S wrote:I dunno, just thinking of stuff. I'm just kinda thinking it'd be cool to be more like DoomRL in the sense that it's not just what you use, but how you use it. Many weapons would have special, situational alternate fires that add more thought to encounters, especially if the enemies get the DoomRL treatment. Of course this isn't my project (I don't have anywhere near the talent nor the knowledge, haha), so you probably have a different idea of what you're doing with the mod.
TNT1 A 0 A_FireBullets (6, 2, -1, (15), "BulletPuff")
TNT1 A 0 A_FireBullets (6, 2, -1, (15), "BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
VicRattlehead wrote:About the Sharpshooter perk not working properly, adding the FBF_NORANDOM flag seems to fix it.
Spoiler:I'm the guy who told the guy who made that sprite to make the sprite, and I did so with the sole purpose of imitating that weapon in a mod he was making, so I was a bit bummed when the illustrious sound didn't make an appearance. Anyways, idea two, I had the idea that you can apply a High Power mod to a weapon that's already had one applied to it and get a Max Power mod. Even lower magazine capacity but oodles of delicious damage. Also, certain weapons that should be able to support a High Power mod according to the rules on the wiki should get them. For example, the Gatling Gun? It's not a shotgun, it certainly holds more than five rounds in the magazine, and it's got two mod slots open. Why not?
twinkieman93 wrote:Also, certain weapons that should be able to support a High Power mod according to the rules on the wiki should get them. For example, the Gatling Gun? It's not a shotgun, it certainly holds more than five rounds in the magazine, and it's got two mod slots open. Why not?
VicRattlehead wrote:twinkieman93 wrote:Also, certain weapons that should be able to support a High Power mod according to the rules on the wiki should get them. For example, the Gatling Gun? It's not a shotgun, it certainly holds more than five rounds in the magazine, and it's got two mod slots open. Why not?
In DoomRL, assembled weapons can only be modded once at most so it would not even be possible to come up with a Gatling Gun+PB. This mod does allow two further mod packs to be used on assembled weapons rather than just one but I think allowing the creation of one assembly on top of another would be unbalanced. In my opinion, the way it currently is now keeps basic weapons and some of the unique weapons relevant. For example, an assault shotgun would still be a desired find even if you already have a tactical shotgun (which is very easy to build early on) because an assault shotgun can be turned into a plasmatic shrapnel shotgun while a tactical shotgun cannot. You would also have to weigh the benefits between a gatling gun and a high power chaingun instead of the high power gatling gun being such an obvious choice.
twinkieman93 wrote:If you don't mind people throwing ideas at you, I have two. One, make the Mysterious Magnum makes its noise when you pick it up as opposed to the generic unique noise. You know. That noise. Its noise. The one that anyone who's got the gun in FO:NV knows about. I'm the guy who told the guy who made that sprite to make the sprite, and I did so with the sole purpose of imitating that weapon in a mod he was making, so I was a bit bummed when the illustrious sound didn't make an appearance.
twinkieman93 wrote:Anyways, idea two, I had the idea that you can apply a High Power mod to a weapon that's already had one applied to it and get a Max Power mod. Even lower magazine capacity but oodles of delicious damage. Also, certain weapons that should be able to support a High Power mod according to the rules on the wiki should get them. For example, the Gatling Gun? It's not a shotgun, it certainly holds more than five rounds in the magazine, and it's got two mod slots open. Why not?
Yholl wrote:Heh, I wonder if anyone's stumbled upon the most destructive attack in the entire game yet. Good ol' High Power assembly, you do silly things.
Users browsing this forum: Bobby, Brohnesorge and 10 guests