Combine_Kegan wrote:Because you couldn't pack everything you ever wanted in arcade games. Plus if you could carry everything, you'd have a full inventory of items within a few stages, and having to switch through 9 different subweapons in the middle of combat would suck ass. If you pick up a subweapon you like, you can keep it as long as you want, because subweapons will ONLY be found in chests, and I'm going to make chests kinda tough, so you'll have to shoot them/sword them a few times to break it open.
Furthermore, even if you didn't have the unpowered altfires, you still have the powered sword and staff at all times, and those are more than capable of handling just about anything thrown your way. You won't NEED any subweapons honestly, they just provide more variety and will help cater to different playstyles.
Well, then it starts running into a few problems.
1. Severe lack of range. Trying to hit something far away becomes impossible unless you have a specific sub-weapon, though in the current beta you're out of luck, since none of your weapons, barring the balls from the powered wand (and even then you have to hope your trajectory is correct) and the powered swords long range beam (of which you only get at max 2 shots, so that's out.), have any distance to them. In fact, the unpowered wand peters out after a relatively short distance. Also, any boss monster at range will be a problem to deal with, since your only weapon will generally be the powered wand. And once ammo runs out, you've got to wait till it regens, and then repeat the process.
2. Lack of weapon variety. While your sword and wand are good for the initial levels, they quickly lose their usefulness in later levels, moreso as powerful monsters start to appear more often than weaker imps, pinkies and humans. Having 2 weapons is interesting, but often severely limits your choices. Doom was never the kind of game that expects you to only have 2 weapons.
3. Slaughter-esque maps will be your bane. No real way to deal with large groups of enemies unless you get close will decimate you. Even with easy access to healing with the powered wand, you'll still likely end up dead. Powered sword slash is nice up until you have to run face first into a group of alert monsters.
Now don't get me wrong, I really like this mod, but to be perfectly honest, it's only really good for easy maps. If you bring into harder ones it quickly turns into a slog. It's the whole lack of power that brings it down. That, and the whole lack of stuff often leads to barren secrets, which would otherwise have lots of useful goodies.
Beta is beta tho, so I do look forward to the changes you'll bring.
OH, one last thing, the powerup for the sword doesn't seem to work all that often. I'd pick it up, but there'd be no change to the unpowered sword. And speaking of the unpowered sword, the beam is pitifully weak. It'd work best if it had something near to a full hit with sword (unpowered of course.)