Shouts In Void wrote:
That one hit kill mode is pure insanity - changes the game completely. Reminds me of Hotline Miami (i highly recommend it, BTW). Unfortunately the game becomes almost impossible to play. More on that in "What i would change section".
It's currently not completely functional--it will soon have Action Doom style projectiles rather than hitscanners. Possibly a cvar to toggle to Demonsteele style beams if the player wants more visible projectiles.
Shouts In Void wrote:
Shotgun is a very effective weapon gameplay-wise, but it does look a bit cartoony in comparison to other weapons. If you don't want to swap the model, you could add a couple of details to it and probably change the finish. That should do the job.
DoomNukem is currently in the process of making a new shotgun spriteset from scratch from what Marty tells me.
Shouts In Void wrote:
Melee. With berserk i can't kill an infantry unit in a single hit! Why even bother then? Perhaps i'm doing something wrong, but i just could not get the hang of this whole combo strike system thing. I dunno.
Berserk implementation right now is very placeholder and isn't meant to be anything close to a final implementation. As for the combo system, it's what people refer to as a "dial-a-combo" combo system. Marty could explain it better than I.
Shouts In Void wrote:
Also, WHERE BE ME CUTLASS, MATEY?! This is a pirate mod, you gotta have standards! I'm not asking for tricornes on character models (even though it sure would look great), but a melee weapon is absolutely a mast (he-he). And make it powerful too, plz. There is nothing worse than a useless weapon.
There's a WIP Nikana that's kept from being given by idfa/give all because it's incomplete. If you want to try it in-game type "give melnikana" in console
Shouts In Void wrote:
I think mp40 ate my ammo once. Didn't notice that again, could be a fluke.
If you were using mags rather than a doom-style ammo pool it's probably because of the wonky way the mp40 handles mags due to it using the same ammo type as the pistol but having a mag that is twice as large--it displays a dummy ammo type on the hud rather than the actual ammo type and it divides the number of mags by two for display purposes. It didn't actually eat any ammo, but it looked like it did if this is the case. I'll take a look and make sure it's accounting for 2 / 1 = 0.
Shouts In Void wrote:
When shooting imps with hellfire ammo they occasionally don't leave a corpse. Weird.
Poison gas from green shells damages player health, but increases armor. Huh? I once had more than 1000 armor points because of that.
Thanks for pointing these out, should be fixed soon.
Shouts In Void wrote:
When you shoot while crouching, projectiles fly from your head, and not from the barrel of the weapon. It's as if you were shooting while standing. Especially bad case of this is with the rocket launcher and plasma rifle.
This is an oversight, will take care of it soon. The way they handle projectiles requires the player not actually firing the projectile but instead firing an intermediary actor that then spawns the actual fired actor. I forgot to account for the player crouching though.
Shouts In Void wrote:
It seems that sometimes standard crossbow bolts go right through the target without damaging it.
They're ripper projectiles so they will always go through the target. They may not cause as much damage as usual if the dicerolls (that are done for all doom projectiles) come out low or if you happen to nick the corner of an actor (actors are boxes, not cylinders, in Doom) rather than fire down it's center, since damage dealt by rippers is dependent upon how many tics they are "in" the actor.
Shouts In Void wrote:
Shotgun. Not sure about 4(!) kinds of shells. A little bit like an overkill, if you ask me. 2 or 3 would be better, in my opinion, because right now switching between different types of shells is a pain, especially during the combat. I would remove poison shells i think. Maybe give that function to crossbow? That way each weapon will have 3 types of ammunition.
The crossbow may get a poison gas function, but the shelltypes are here to stay. There's also a poison shell shotgun zombie going in soon, and that won't really work as a crossbow bolt only as it would be too unfair for the player.
It's easier to switch them once you've played a while, but there will also be optional keybinds to switch to each specific shell soon.
Shouts In Void wrote:
Ammo pool. It seems that 96 units are reserved for buckshot even if you set the option to have the same ammo pool for all shells. Why is that so? If i want to drop all types of shells and carry 192 (or whatever the number was) shock shells - it should be an possible for me to do so. Also maybe add an option to not pick up certain types of shells even if you have space for them. Or, even better if it is possible let the player allocate the ratio in the menu.
Originally the ammo pool was 96 total across all shells, but with the addition of other WIP shotgun weapons that use only buckshot we moved the buckshot to it's own ammo pool, effectively doubled the total shell pool for players in the process. There was also widespread dislike at having the Buckshot in the same shell pool as the other shells before this change. As for picking/up getting rid of shells there's the "drop current shells" button you can use to empty the current specialty shell type in the zeke, and we'll also go ahead and add an option to not pick up certain types of shells soon. Ratios would be a bit trickier, though possible, but I'm not sure how soon that might get in.
Shouts In Void wrote:
Hellfire shells are not centered properly. They are fired from under the barrel for some reason. Makes aiming tricky.
This will get fixed soon along with the other incongruous firing offsets.
Shouts In Void wrote:
Also, they are way, WAY, too slow. I would prefer them to be more fast moving, maybe armor-piercing. Like a shotgun slug, but incendiary. That would be cool. Or should i say hot? Well, you get the idea.
Did you use the melee/special button after firing to make them spread out? They are slower to account for that.
Shouts In Void wrote:
Blur sphere sprite should probably be replaced with a more sci-fi-ish thing, say active camouflage kit. Same thing with invulnerability sphere - defensive barrier generator or something.
I'll talk it over with Marty and see what he wants to do.
Shouts In Void wrote:
Archviles. Is it me or do they have invulnerability spell now? Don't make them more powerful, dammit! They are annoying enough as they were. If anything, you should probably swap them with something else. (Same thing with pain elementals). Many mods did that, and benefited from it, like Accessories to Murder and Police Brutality: Terrorists.
Archviles have a radius healing spell, during casting they are immune to damage but not pain, and if they enter their pain state the casting stops and they lose their immunity.
They won't be swapped out.
They will also be getting a spell to create 4 flimsy copies of themselves that can use their normal attack and raise monsters (though not the radius heal the "real" one has.) They'll be limited to 4 per archvile and 8 per map; they'll have less health than a zombie and causing them to enter their pain state or die will cause the "real" one to enter a pain state to show the player which one is "real." If you cause the "real" to enter their pain state all the copies will disappear.
Shouts In Void wrote:
Some kind of long range sniper weapon. Some maps are huge and high precision hit scan or fast moving projectile would be an awesome addition to the arsenal. The easiest way is probably to give crossbow zoom function and increase bolt speed. A zoom alone is probably enough.
I'll talk it over with Marty and see what he wants to do.
Shouts In Void wrote:
BFG. Some kind of big cannon would be much appreciated. After playing this mod for several days i came to conclusion that the current arsenal lacks a rapid killing AOE weapon. My suggestion would be something like a laser target painter, which allows a pirate ship to shoot its cannons from orbit. How about that?
There is an altfire for the WIP 7 slot weapon. It's a hold to charge. The way it works is the amount of "jumps" the beam can do is dependent upon the charges it has. At the max charge it can jump 20 times. At the last charge it has (or if it doesn't have any enemies in sight) it veers off in a random direction and hits a wall. The damage it deals per jump does not increase when charged, but the explosion does.
This is getting reworked a bit though, to cause the initial shot to deal a greater portion of the overall damage and increase the tracking by making all shots fired by the beam actors 100% accurate hitscans. It will probably also be able to hit enemies after hitting walls, though that's likely but not certain.
Shouts In Void wrote:
Grenades. Some kind of a frag would be very nice. It's just so convenient, that whenever i play the mod without them something seems to be missing.
A couple of different types of grenades should make their way in eventually.
Zombies will also be able to throw grenades, including at your last known position if they can't see you.
Shouts In Void wrote:
What do you think about adding some kind of loot system? Say, you kill former humans and they drop some valuables, which then can be used to buy some stuff between the levels. (upgrades? ammo? Armor?) Alternatively, maybe add some kind of score system, which would count the amount of valuables you picked up (without the shop). This should give the feel, that you are actually pirating and not just blasting stuff. That would be nice, however if its too much work, then forget it - not really that important.
There's the currently unimplemented but planned Bounty system, but I'll talk to Marty and see what he wants to do.
Shouts In Void wrote:
One-hit kill mode should be an option in the menu i think. That way players could play on easy difficulty with less enemies, who are still extremely deadly. I would also disable gibs, if it is possible. It just feels wrong, that everyone dies in such a gruesome manner even after being shot once with a pistol.
I think Marty wants to keep it a separate difficulty, but it would be possible to do this as a cvar even with the different projectiles. I'll talk to him and see what he wants to do.
Shouts In Void wrote:
Forgot about shock shells. I think they should electorcute target immediately, rather than after a short delay.
If the script I've thought of doing but not yet got around to writing works, this may be possible. It's current implementation makes this impossible unless it got replaced by a single sprite.
Shouts In Void wrote:
What's up with Lost Souls? Is there any difference between those variants? Whenever they ambush me i can't shake the feeling that someone opened a bag of fiery flying undead skittles.
Not currently, but the green ones will spew poison gas clouds and their attack will poison the player, the red/orange ones will have fire trails that cause damage to the player and possibly light the player on fire, and the blue ones will have arcs that act like the shock shells and hurt the player if they happen to be caught in them. The arcs will be random, and this working needs the script I mentioned earlier.
Speaking of shock shells, there will also be a shock shell shotgun zombie, as well as a hellfire zombie.