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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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

Postby fakemai » Sat Aug 15, 2020 3:16 am

On shotguns a favourite early assembly I'm enjoying is the shredder shotgun. The parts are easy to come by and in slug mode it's fiendishly accurate with piercing, ideal for killing weak enemies. Best augmented further with bulk or technical.
Joey Diamond wrote:Anyway, just found some inconsistency: Zaser Inc. Powerarmor + Plasma Rifle = 3 spreadshot per 1 cell. but with Plasma Rifle MKII it's 3 spreadshot per 3 cells. Is this intentional?

Probably, the MKII takes 3 cells per shot normally, not just with Xaser. Unless you're Demolitionist where it's 1 cell, and that's the ideal class to use the assembly with.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

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

Postby Joey Diamond » Sat Aug 15, 2020 4:14 am

Oh, I didn't even know the MKII uses 3 cells per shot, must've played demoman when I assembled the thing. Thank you and please disregard what i've said. :oops: :oops:
Joey Diamond
 
Joined: 20 Mar 2020
Location: Phobos

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

Postby vectus » Sun Aug 23, 2020 6:30 pm

Most replayable mod good stuff!
User avatar
vectus
 
Joined: 24 Aug 2020
Discord: vectus#3545

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

Postby fakemai » Fri Aug 28, 2020 12:51 pm

Couple of random observations.
  • Discarded items teleport by monster-only teleport lines, annoyingly on certain maps, and potentially devastating with single-triggers. Roaming enemies can mess things up in this manner too as on Vilecore MAP15.
  • Dedicated Backpack should probably be significantly rarer than it is. It typically carries no downsides, and when you can just switch the type or put it down and pick it up later even that's rarely an issue. The only one I otherwise might use is Scavenger depending on the map while the rest are just nice-to-haves.
  • Mother-In-Law recharges too quickly for how powerful it is and while it needs two exotic modpacks, its base weapon is assured unlike say the Gauss Rifle.
  • The Watcher gimmick cripples them, particularly when they're the only Imp type. Might help if they rarely use the ranged attack no matter what.
  • Crate set completion doesn't seem to check against Onyx modded Phaseshift Armor correctly. It spawned while wearing the set. Gothic armor seems fine, I think.
Concurring with an older post to try the Repulsion Wave Suit. Too bad it doesn't seem to work on projectiles but smashing enemies into walls (and each other which triggers infighting!) is just funny, and it recharges so quickly. Overlooked the Phaseshift set too which doesn't have much raw absorption, but its special is really helpful against certain types of enemy. Unfortunately a glaring issue is that use-specials are typically not worth the tradeoff of damage absorption. Chronotrooper Armor is my personal pet hate there.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

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

Postby retronutcase » Fri Aug 28, 2020 1:03 pm

You say Mother in law recharges too quickly? Man, you should have seen its recharge *BEFORE* the nerf. It was only slightly slower than a vanilla doom rocket launcher in how fast you could fire it. Honestly I think the rework/nerf of it is fine as is. You shoot it, swap to another gun, then break it out again when it's charged.

I definitely agree that some special use armors just don't feel worth using due to their subpar protection. I've never wanted to try the Overcharge System because of this. Onyx Phaseshift on the other hand is absolutely amazing for large fights if you can manage to have low damage hits proc the effect. I also think some just have cooldowns that are waaaaay too long. Case in point, the one with the shoulder rockets, and the Telsabolt Armor. These take what feels like an eternity to recharge, whereas the Demon Carapace set is ready in a fraction of the time and feels stupidly effective on top of that.
retronutcase
 
Joined: 07 Jun 2018

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

Postby fakemai » Fri Aug 28, 2020 3:35 pm

retronutcase wrote:Honestly I think the rework/nerf of it is fine as is. You shoot it, swap to another gun...

It'd be fine if it didn't have a measly 16 seconds between room clearings when the unique armors you mention have much longer cooldowns and amount to a few rockets and single-bolt-Voltgun respectively though something you can trigger at-will (skul-gun). The MIL is also the only weapon that recharges when not equipped with the only partial exception being the Nuclear Backpack.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

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

Postby gregest » Wed Sep 02, 2020 12:51 pm

I have two small questions because I'm kinda confused

1. is it intended that the mini-missile pistol consumes only 1 rocket when reloading regardless of how many rockets are missing from the magazine

2. I'm not sure if this was BTSX or roguelike arsenal, but I was going through a stage and found a secret and I'm not sure from where, but I heard JC Denton from Deus Ex saying "what a shame" and I have no idea why that happened
gregest
 
Joined: 02 Sep 2020

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

Postby retronutcase » Wed Sep 02, 2020 5:02 pm

The mini missile ammo behavior is intended. It even says so in the item's description in your PDA.
retronutcase
 
Joined: 07 Jun 2018

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

Postby Sgt. Ham » Mon Sep 14, 2020 2:01 pm

Found a small bug; Legendary Plasma Shotgun Zombies do not play sound effects when firing their weapon after becoming legendary. Also I forget if this was reported, but Legendary Standard Mancubi grenades lack explosion effects.
User avatar
Sgt. Ham
 
Joined: 16 May 2018

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

Postby DarkQuill » Sat Sep 19, 2020 6:12 pm

gregest wrote:I was going through a stage and found a secret and I'm not sure from where, but I heard JC Denton from Deus Ex saying "what a shame" and I have no idea why that happened


Sometimes when one of the RL Arsenal Supply Crates is opened, you'll only get one basic pistol, and then that sound clip plays.
User avatar
DarkQuill
 
Joined: 04 Dec 2008
Location: Australia, MAYTE

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

Postby fakemai » Sat Sep 19, 2020 10:14 pm

That's far from the only silly thing the crates do too, or the mod for that matter. Found another one. I don't often play on Nightmare/Technophobia/Armageddon because it's more fun when the monster types vary but that was before realizing the Icon of Sin has variants for each. Nightmare becomes incredibly lucrative when paired with Zetashop too since so many exotic weapons drop.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

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

Postby DarkQuill » Tue Sep 22, 2020 9:08 am

Wondering if there is a console command or such to track the amount of "Danger Level" you're currently on to measure teir changes and boss spawns, I'm not sure if the boss spawner is working correctly. In a current run for example I got Death's Gaze, got an Artifact Guardian spawn that map and upgraded it with an artifact, built 2 teir2 assemblies in the next level, but the guardian doesn't spawn anymore beyond the first spawn.

I've also had another odd thing happen in a separate run. Saved the game after killing everything, no Guardian. Loaded an autosave from the start of the level, used the "kill monsters" console command, and got the Guardian spawn. I was under the impression they were practically guaranteed if you kept making assemblies and collecting green+ items, and additionaly for being a bad person and using artifacts.
User avatar
DarkQuill
 
Joined: 04 Dec 2008
Location: Australia, MAYTE

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

Postby fakemai » Wed Sep 23, 2020 6:16 am

There is a command but I'm not telling because honestly, it's not necessary. It's enough to say that whether they spawn isn't necessarily determined at level start, and also even at max danger level none of the punishment bosses are guaranteed to spawn but that's what sets the chances of them doing so if their seals are broken. Consider activating Curse of RNGseus too but maybe not on Adaptive skill.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

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

Postby Machine-Reaper » Wed Sep 23, 2020 2:52 pm

fakemai wrote:Consider activating Curse of RNGseus too but maybe not on Adaptive skill.


RNGseus is just Armageddon mode, I used think it might cause all sort of random monsters to spawn but instead just pushes the game to Armageddon mode.

as far as Boss spawns go, I think there are two types of Punishment Bosses you can face, one that spawns due to picking up Demonic Weapon and upon death gives you an Artifact.
the other Punishment Boss is one that spawns if you have too many unique items or made Master Assembly weapons, Right now only Dark Marty Spawns in this category.

I also hate the fact that even once you have maximum capacity of Artifacts on you or you have upgraded your Demonic weapons to max Artifacts,
Demonic Bosses will still spawn and will leave behind an Artifact that you can't pick up anymore.

this is only compounded further while using Legion Doom some Legendary Bosses will randomly drop Artifacts.
User avatar
Machine-Reaper
commander tea cup reporting for duty!
 
Joined: 09 Aug 2013

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

Postby fakemai » Wed Sep 23, 2020 9:13 pm

Couple of corrections.
  • RNGseus means acquiring any powerful items instantly maxes danger level instead of incrementing it. This only applies however to ones found in a map or through LegenDoom Lite boss drops, or self-assembling. Items found in crates or via Zetashop do not do this interestingly, possibly a bug.
  • Danger level is what controls Adaptive difficulty monster spawning which is why I don't advise RNGseus if using it. It's fine otherwise.
  • As mentioned, DL also affects the chances of punishment bosses spawning, if they can. Whether they can is a simple "have you picked up any trigger item" the quantity doesn't matter except for DL.
  • There's actually a lot more nuance in the system but I'm not sure if any mods use it. DoomRPG might.
Also use Zetashop. Then you can sell extra artifacts. My personal dislike is that guardian bosses frequently end up stuck, it's worst in Plutonia due to starting on those teleport pads most of the time.
User avatar
fakemai
 
Joined: 12 Feb 2018
Location: Australia

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Gollgagh, Linz, shaodoomkahn, thatrandomguy00, YukesVonFaust and 9 guests