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

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

Postby Someonewhoplaysdoom » Sat Jan 23, 2021 9:57 pm

Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.


Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Machine-Reaper » Sun Jan 24, 2021 10:05 am

Someonewhoplaysdoom wrote:
Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.


Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.



nope, Demo is the most OP class in the game, his perk to ignore splash damage is soo unfair there is an option to turn it off.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby retronutcase » Sun Jan 24, 2021 6:08 pm

Machine-Reaper wrote:
Someonewhoplaysdoom wrote:
Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.


Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.



nope, Demo is the most OP class in the game, his perk to ignore splash damage is soo unfair there is an option to turn it off.


Yeah no. It specifically says he will ALWAYS be immune to splash, even if you turn perks off.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Joey Diamond » Mon Jan 25, 2021 2:26 pm

Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Yholl » Wed Jan 27, 2021 1:00 am

Joey Diamond wrote:Is there any plan to add more monster to the pack? seeing that there's still alot of blank entries in the PDA.
Yeah, there are many missing monsters still, when they're all added it will no longer be in Beta. The next update will at the very least have the Cyber-Caco, if not more.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby retronutcase » Wed Jan 27, 2021 2:54 pm

Joey Diamond wrote:Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.


Demo is an absolute beast in the late game once he has a steady supply of rockets or a BFG tier weapon. He does kinda suffer until then though.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Machine-Reaper » Thu Jan 28, 2021 7:25 am

retronutcase wrote:
Joey Diamond wrote:Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.


Demo is an absolute beast in the late game once he has a steady supply of rockets or a BFG tier weapon. He does kinda suffer until then though.


HP Nuclear BFG, that's the ultimate weapon for him.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby fakemai » Thu Jan 28, 2021 8:41 am

Plasma Shotgun is his early game bread-and-butter, easily upgraded to the Heavy or MKII version. Plasma Rifle MKII is also good. Slightly harder is Laser Shotgun but my go-to basic weapon if I can get it. Despite the fact he's probably the strongest of the classes it doesn't mean the rest aren't fun and highly playable, it's just a matter of learning what each of them are highly proficient with, and to think outside the box a bit.
Spoiler:
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Machine-Reaper » Thu Jan 28, 2021 3:25 pm

fakemai wrote:
Spoiler:


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

Postby Princess Viscra Maelstrom » Thu Jan 28, 2021 6:10 pm

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

Postby Machine-Reaper » Fri Jan 29, 2021 1:21 pm

Viscra Maelstrom wrote:
Spoiler:


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

Postby Bofubutt » Sun Jan 31, 2021 12:16 pm

Humbly requesting an Abominant nerf. Those things are bullet sponges, and when they spawn in place of a Cyberdemon at the end of a corridor where a Cyberdemon's projectiles would be easily avoidable by simple strafing, having incredibly punishing attacks that you can't possibly avoid without breaking line of sight means that this jerk is a run-killer (especially since it can fly, too).

I get that it's supposed to be an Armageddon replacement, but I hate having to turn on God mode on certain maps just because I got an unlucky spawn and don't feel like trashing the whole run.

I think having the projectiles not home in so aggressively and giving its alternate attacks some sort of counter that doesn't involve just breaking line of sight would be good. Maybe make its big ball of homing energy something you can disperse with enough damage, and give it a pain chance while it's trying to send you 400 feet into the air in an open courtyard.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Joey Diamond » Wed Feb 03, 2021 10:20 am

I think what Abominant requires was higher pain chance, especially during it's undodgable attack like the gaze or that homing lighthole thing.

But DRLA also gave you so many choices and let you play outside of the box, why don't you try using personal teleporter out instead of having to duel with him in a cage with nowhere to hide?
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Doomguy914 » Fri Feb 05, 2021 9:41 am

Has there been any consideration at any point to make Marty appearances optional? The way I play the mod, having him appear slows the action to a crawl and he essentially becomes a time wasting bullet-sponge. He's similar to an end runner that the nuclear barrels were. Also, I have to pick up the rare items in order to contend with the monsters set to fast while on adaptive difficulty. I've gone as far as gutting his health/speed/etc. using Slade, but now I realize it'd just be more enjoyable if he didn't show up at all. He doesn't fit the theme of a horror/action shooter based around fighting hellspawn.

If that's not in the cards than anyone that would like to help out a fellow Doom player, please feel free to PM me what code I would have to edit/remove in order to remove his spawns, but still keep adaptive difficulty monsters scaling.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Postby Doomguy914 » Fri Feb 05, 2021 9:47 am

Joey Diamond wrote:I think what Abominant requires was higher pain chance, especially during it's undodgable attack like the gaze or that homing lighthole thing.

But DRLA also gave you so many choices and let you play outside of the box, why don't you try using personal teleporter out instead of having to duel with him in a cage with nowhere to hide?


They might not be able to go back to the hallway where the Abominant spawned. Unless they have enough time to activate the red phase device and then bug out. I've screwed myself out of a saveless run by essentially breaking map progression without having the means to recall back into the room I GTFO'd out of.

Spoiler:
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