Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Posted: Tue Mar 13, 2018 11:46 am
-Firestorm-modded Unknown Herald doesn't seem to work as intended (it says...
Spoiler:but it just shoots faster.
Spoiler:but it just shoots faster.
Something like that, yeah.Viscra Maelstrom wrote:all of the nanomachic weapons makes a bit of noise each time they fire. i think it's supposed to represent the nanocore inside the weapon producing new ammo on the fly. i don't think the battle rifle's firing sound is any different aside from that though.
All of them make that sound.Churrupez wrote:I see, it's just that that noise sounded almost like "static" (as if it was low quality) when I used it, other Nano weapons that I used sounded fine. Maybe it's just me.
Looks like the actual effect is increased projectile speed, along with a point blank blast like F-modded shotguns.Churrupez wrote:-Sharpnel Cannon's Mods page says a Firestorm mod increases it's fire rate, but it does nothing. Maybe it gets a shotgun-like (pushback-close damage) bonus?
They're not at the same time, they're two tics apart.Churrupez wrote:-Firestorm-modded Unknown Herald doesn't seem to work as intended (it says fires 2 spreads at once) but it just shoots faster.
I've tested it and it's only glitched the way I described if you use it with a Scout. It works as intended if you use it with the other classes.Yholl wrote:They're not at the same time, they're two tics apart.Churrupez wrote:-Firestorm-modded Unknown Herald doesn't seem to work as intended (it says fires 2 spreads at once) but it just shoots faster.
Wow, you're right, thanks for the heads up! That was maaaaassively broken, it's fixed now for 1.1.Churrupez wrote:I've tested it and it's only glitched the way I described if you use it with a Scout. It works as intended if you use it with the other classes.
It's being worked on. It's just taking a long time because there is A LOT of stuff going on with it behind the scenes.AvzinElkein wrote:...so I assume you don't plan on updating this mod for newer versions, like 3.3.0?
Most of these features (levels, auras, missions, bosses, etc.) are features of Doom RPG, not RLA, so Yholl can't really do much about that. Not that you're wrong - some of those bosses are horrific to fight on your own.Demiosis wrote:First of all Great job with this mod , This is Imo the best mod ever made for doom! Been blasting monsters left, right and center with your mod only for the past 2 years or so XD. Got all the classes minus one at level 70+ And today im here to talk about this class... Im talking here about Mr demolitionist... and its weapon of choice... Rocket weapon. Its actually really a good weapon type for from normal and hard but nightmare and over you just don't wanna use a launcher weapon and the main problem is the Defense aura , at higher levels it literally bounce the projectile off them rendering your good weapon useless and often killing you in the process since the bouncing projectile can go straight back on you (since you wanna jump in the fray to use your ability at its fullest) Also some monster (Like them Bruiser brothers) seem to be 100% immune to rocket whatever their auras are and don't get me started on Assasination missions... just skip em with this class... Also, yes im aware of its other ability that take half non shotty ammo when reloading but even there the damage dealt with these weapon often is not enough to kill a Boss monster since its regen if off the chart (also more often than not high tier bosses are immune to weaken and aura steal it seem) =\. I suggest making held explosive weapons of a demolitionist (nothing else) Bypass aura or explosive immunities to the cost of +25% defense for the monster that have said aura / immunity (would balance them and make rocket launcher relevant in end game... now im just runnign around with a super machinegun a gatling lazer and a drone launcher... not very demoman like tbh... ^^''
Unfortunately stuff like that is tied to the monster specifically, I couldn't get it to be more universal.Mr. Fancy Pants wrote:I would kill to get a gore mod based just around how it behaves in the Monster pack. Spectres bleeding black is a beautiful sight.
My mods being designed for ZDoom 2.8.1/GZDoom 2.1.1 doesn't mean they won't run in future versions, it simply means that they are what I develop the mod on. There are a few people that play DRLA in modern versions, and as far as I know, it's been running well. I know that 1.05 has had some issues with certain versions of GZDoom, but apparently whatever they were got fixed, so you should be fine.AvzinElkein wrote:...a shame I'd have to downgrade if I wanted to play this mod (I'm using 3.3.1)...