DoomRL Arsenal - [1.1.4] [MP-B7.3]

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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Tartlman » Thu Oct 24, 2019 6:25 am

Nems wrote:Here's my $0.02 regarding the Minigun (as a Marine main):

The minigun is meant for close to medium range engagements. It shines at getting rid of mobs of lower tier foes while also stunlocking higher tier foes. If you find the mod packs to make it a Demolition Ammo Minigun or even just a High-Powered Minigun, you pretty much have an "I Win" button for most combat scenarios throughout the rest of a level set provided you play smart.

It's absolutely far from useless if you use it in the right combat situations.

EDIT: Also wanna report a bug while this post is still fresh. When you pick up an Assembly Map (the thing that gives you a random assembly you haven't discovered), the one it gives for an Energy Shotgun doesn't match what's given to you in the PDA. The Map tells you it's a Nuke Plasma Rifle / Laser Rifle + BBS while the PDA tells you it's a Nuke Plasma Rifle / Laser Rifle + BAA.


exactly. You have 6 weapon slots and you're expected to use all of them.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Thu Oct 24, 2019 6:42 am

Nems wrote:Here's my $0.02 regarding the Minigun (as a Marine main):

The minigun is meant for close to medium range engagements. It shines at getting rid of mobs of lower tier foes while also stunlocking higher tier foes. If you find the mod packs to make it a Demolition Ammo Minigun or even just a High-Powered Minigun, you pretty much have an "I Win" button for most combat scenarios throughout the rest of a level set provided you play smart.

It's absolutely far from useless if you use it in the right combat situations.

EDIT: Also wanna report a bug while this post is still fresh. When you pick up an Assembly Map (the thing that gives you a random assembly you haven't discovered), the one it gives for an Energy Shotgun doesn't match what's given to you in the PDA. The Map tells you it's a Nuke Plasma Rifle / Laser Rifle + BBS while the PDA tells you it's a Nuke Plasma Rifle / Laser Rifle + BAA.


here is my two cents now for a Marine Main:

Super Machinegun > Auto Shotgun > Laser Minigun > Demo Minigun > HP Minigun > Chaingun > Minigun.

if you understand this then you will know what I'm talking about
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Tartlman » Thu Oct 24, 2019 7:01 am

Machine-Reaper wrote:
Nems wrote:Here's my $0.02 regarding the Minigun (as a Marine main):

The minigun is meant for close to medium range engagements. It shines at getting rid of mobs of lower tier foes while also stunlocking higher tier foes. If you find the mod packs to make it a Demolition Ammo Minigun or even just a High-Powered Minigun, you pretty much have an "I Win" button for most combat scenarios throughout the rest of a level set provided you play smart.

It's absolutely far from useless if you use it in the right combat situations.

EDIT: Also wanna report a bug while this post is still fresh. When you pick up an Assembly Map (the thing that gives you a random assembly you haven't discovered), the one it gives for an Energy Shotgun doesn't match what's given to you in the PDA. The Map tells you it's a Nuke Plasma Rifle / Laser Rifle + BBS while the PDA tells you it's a Nuke Plasma Rifle / Laser Rifle + BAA.


here is my two cents now for a Marine Main:

Super Machinegun > Auto Shotgun > Laser Minigun > Demo Minigun > HP Minigun > Chaingun > Minigun.

if you understand this then you will know what I'm talking about


As a demo main, i'm not too sure on which is the best, but personally i find that as the marine the demo minigun is the best. Overwhelming firepower can be a substitute for the accuracy, and the demo minigun deals so much damage per hit that it functions well at most ranges.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Thu Oct 24, 2019 7:17 am

Tartlman wrote:As a demo main, i'm not too sure on which is the best, but personally i find that as the marine the demo minigun is the best. Overwhelming firepower can be a substitute for the accuracy, and the demo minigun deals so much damage per hit that it functions well at most ranges.


it causes AOE Damage thus quite unsafe to use at close to medium range (Demolitions Fire Angle perk makes him immune to it which makes the Demo Minigun a great weapon for him along with several other weapons)

has the same Accuracy as Minigun

Fire resistant Monsters are completely immune to it.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Thu Oct 24, 2019 7:44 am

Tartlman wrote:As a demo main, i'm not too sure on which is the best, but personally i find that as the marine the demo minigun is the best. Overwhelming firepower can be a substitute for the accuracy, and the demo minigun deals so much damage per hit that it functions well at most ranges.

It's amazing, but even for Marine that's a hungry weapon, and also has the issue of splash damage if you don't have that one armor set. Also Demolitionist's role is to abuse the shit out of any weapons affected by his ammo perk since he will out-DPS the majority of other classes just from not needing to reload, especially where BFGs are concerned. He's pure evil with a HP Nuclear BFG and either of the nuclear armors.

Machine-Reaper wrote:Super Machinegun > Auto Shotgun > Laser Minigun > Demo Minigun > HP Minigun > Chaingun > Minigun.

This though, what? Why is there a mundane shotgun, and why don't you mention the HP Laser Rifle? It's deadly if you toss a couple of power mods on it and doesn't have the spin-up issue of the Laser Minigun on top of being much easier to get. Plasma Guns aren't too shabby either.

Machine-Reaper wrote:Demolitions Fire Angle perk makes him immune to it

It does but it also won't be firing for long.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Thu Oct 24, 2019 7:54 am

fakemai wrote:
Machine-Reaper wrote:Super Machinegun > Auto Shotgun > Laser Minigun > Demo Minigun > HP Minigun > Chaingun > Minigun.

This though, what? Why is there a mundane shotgun, and why don't you mention the HP Laser Rifle? It's deadly if you toss a couple of power mods on it and doesn't have the spin-up issue of the Laser Minigun on top of being much easier to get. Plasma Guns aren't too shabby either.


apologies I forgot,

Super Machinegun > HP Lasergun > Auto Shotgun > Laser Minigun > modded Nuclear Plasmagun/Plasmagun > Demo Minigun > HP Minigun > Chaingun > Minigun

the Auto shotty has awesome accuracy, immense firerate combined with powerup bonus firerate making it even more deadly (Marine fires 4 shots for each shell and 20 shells means 80 shells worth of firing before you need to reload)
and you can enhance it even further with a sniper mod for Elephant gun like accuracy or a Firestorm mod for stupid crazy firerate.
(you do need to spend those shells somewhere as a marine)
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Thu Oct 24, 2019 8:22 am

Depends, I'm normally rocking the Specialist Backpack for cells if I can get it, but if you do happen to have shells, yeah I concede, I'd not seen that weapon but it's probably more powerful than the Conqueror Shotgun for him.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Thu Oct 24, 2019 8:26 am

fakemai wrote:Depends, I'm normally rocking the Specialist Backpack for cells if I can get it, but if you do happen to have shells, yeah I concede, I'd not seen that weapon but it's probably more powerful than the Conqueror Shotgun for him.


it MOST definitely is powerful then Conqueror Shotgun , but only with the Marine since he can fire it far longer and faster then any other class and it can be modded with a single mod.
(try it, you will find it hard to play with the Marine without using it again, put a firestorm mod on it, get a powerup, you won't look at any other shotgun again)
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby devlman127 » Sun Nov 03, 2019 9:59 am

Is there any way to change the max amount of weapons you can hold at one time?
Spoiler:
Maybe there could be a slider added?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Sun Nov 03, 2019 1:17 pm

devlman127 wrote:Is there any way to change the max amount of weapons you can hold at one time?
Spoiler:
Maybe there could be a slider added?


its one of the main mechanics of the mod so it might not be possible....but then again there could be a character class that can carry more then 6 weapons.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Nems » Sun Nov 03, 2019 10:29 pm

Ran into another possible bug/issue: putting three agility mods onto a Laser Rifle won't bring up the prompt asking you if you want to make an Assault Laser Rifle. I'm gonna try it again just to make sure I didn't just goof up.

EDIT: Yep. Put three agility mods onto the Laser Rifle and I didn't get a prompt asking me if I want to make an Assault Laser Rifle.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Mon Nov 04, 2019 2:28 am

devlman127 wrote:Is there any way to change the max amount of weapons you can hold at one time?

Extract the PK3 and open up actors/base/ArsenalTokens.txt the first few definitions control it and also modpack capacity (technician and others) and demon artifact capacity. However the one for modpacks has this comment.
// Change this value to break everything ever, you dastardly rogue you
It'll probably be fine to alter but give it a test before committing to a playthrough.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby FollowTheDamnTrain » Mon Nov 04, 2019 11:37 am

I just signed up to comment on this because this is probably one of the most fun mods I've ever played, and I've played many. I love this. :D

Too bad my beloved Mother-In-Law got nerfed in the update. That thing just kicked ass. Not that I don't understand why it got nerfed, though... :lol:

@Yholl, it seems that the Reactive Shield System still doesn't protect against Radiant damage, is it supposed to be this way?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Mon Nov 04, 2019 1:15 pm

Nems wrote:Ran into another possible bug/issue: putting three agility mods onto a Laser Rifle won't bring up the prompt asking you if you want to make an Assault Laser Rifle. I'm gonna try it again just to make sure I didn't just goof up.

EDIT: Yep. Put three agility mods onto the Laser Rifle and I didn't get a prompt asking me if I want to make an Assault Laser Rifle.


I stated this bug several posts ago, happens the same with Nuclear Plasma Rifle.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Nems » Tue Nov 05, 2019 6:36 pm

Ah.

What are the console commands to spawn the Assault Laser Gun and Assault Nuclear Plasma Rifle then? That way I can pick them up, then sell them in the Zeta Shop with that addon to purchase them at another time in a future playthrough.
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