[UPDATED 5/1] Modes of Destruction 0.4.1

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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Captain J » Tue Jun 10, 2014 11:29 am

but i didn't saw his commant very often, though. since one month passed.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby wildweasel » Tue Jun 10, 2014 12:31 pm

I imagine he's just busy, since he's been talking to me recently over instant messages.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Captain J » Tue Jun 10, 2014 10:18 pm

if he's alive, i got nothing to say. and hope he can back on modding track somehow if he have some time to do, though.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Woolie Wool » Thu Mar 26, 2015 10:16 pm

This mod is still alive! I'm waiting on some new rifle sprites, and after that I plan to have a new build up soon with the updated rifle and a chainsaw with switchable "saw" and 'sword" modes. Also this, an alternate choice for the starting weapon!

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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Captain J » Fri Mar 27, 2015 4:48 am

amazing, it's still alive! btw, still no casing sounds? would be nice if they have those. anyway if you want some newly polished pickup item sound, why don't you try this one?
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby -Ghost- » Fri Mar 27, 2015 12:13 pm

This mod's pretty fun! The weapons all feel very tight and polished, with good animations and sounds. The secondary firemodes are satisfying to use as well. The added blood and gore is a nice touch too.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby JimmyJ » Sat Mar 28, 2015 2:30 am

That alternative pistol looks pretty strong, just my kind of sidearm! Very pleasant surprise to see that you're still working on this, it's great fun. :)
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby nax » Sat Mar 28, 2015 6:46 pm

Criticisms:
1) You've removed the ability to auto fire on the non autos which makes things a little more annoying to time shots with - ex, shotgun, rocket launcher...
2) Plasma rifle is an automatic projectile weapon with fairly slow moving projectiles. It being accurate is a very big deal to it being powerful. Due to the weapon's massively decreased effective range, the lightning gun mode seems to be far more useful. I would put it back to its pinpoint accurate form, or vastly increase the projectile speed to increase the weapon's effective range.
3) On the AR, the iron sights don't match the weapon's sprite. Though even if they did, that particular iron sight sprite is pretty obnoxious in how much screen real estate it takes up.
4) Rocket Launcher's heat-seeking mode doesn't seem to work very well. After playing through BTSX, it seemed mostly like a roll of the dice if it actually tracked an enemy or not. Even if it did work, the large explosive radius and damage of HE mode makes the other mode mostly obsolete in my experience. What about something a bit more interesting, like a White Phospherous rocket? IE - Shoot at the ceiling and white phospherous bursts from the explosive, showering monsters and burning them.

Compliments
1) Most of the sprites used work perfectly for the weapons. I've always been fond of that plasma rifle sprite.
2) Having explosive fire on the shotgun grants increased usefulness of the normal shotgun over the super shotgun in a manner of tactics - the weapon list in general feels good in that every weapon has a purpose and that purpose is necessary often in doom.
3) Finally, a minigun that actually feels like a minigun.
4) Rocket Launcher HE feels good. Really good. Slowish rockets doing a nice payload and being similarly dangerous if not used carefully. It feels strong, it has drawbacks, the epitome of good design.
5) Also, thanks for the shotgun-style RL reload - Feels good and useful.
6) BFG feels just different enough while retaining the necessary 'superweaponness' (nice word) which it needs to fulfill in doom.

Consider:
Shotgun - Consider pumping up the damage and lowering the fire rate somewhat and force it to use 2 shells per shot. Damage doesn't need to be buffed too much, but what this will do is create a clear dichotomy of the modes here. The additional usefulness of gaining an explosive weapon for the normal Shotgun which only uses shells should probably come with the price tag of additional ammo usage.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Woolie Wool » Sat Mar 28, 2015 6:55 pm

The explosive weapon does a lot less damage per shot than the regular mode (~50 damage vs. 70). Making it take two shells would make no sense in the context of a single shotgun, and it would further weaken the single shotgun in comparison to the SSG.

Also the heat seeking rockets and the HE rockets have different roles as well as one being heat seeking and the other not. HE rockets aren't very useful against big baddies, and the bigger the monster, the worse they perform. It takes four seeker rockets but at least 10 HE rockets to kill a Baron. Make sure you point the rocket launcher directly the enemy. The seeker rockets will have a much easier tracking if you aim directly rather than try to lead. I will look into ways to make the seeker rockets better, though I also have to consider the fact that it is just barely possible to dodge seeker rockets from cyberdemons in the open as it is and if I were to buff the seekers further, the cybers would need to have their own version to avoid being impossible to defeat in certain scenarios. Also remember that the MoD rocket launcher is a weapon designed for picking your shots carefully, not spamming all over the place like the vanilla RL.

Also if you liked the minigun feeling like a minigun, the new chainsaw will similarly impress you. It can be swung like the Brutal Doom J chainsaw but it's not at all the slice and dice machine that that chainsaw is--it's heavy and cumbersome and jerks the player around with its weight and momentum, but can destroy a whole wave of imps or pinkies in one swing.

In other news, the Eriance SSG looked very out of place next to the rest of the arsenal so say goodbye to it and hello to this:

Image
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Captain J » Sat Mar 28, 2015 10:55 pm

Long time no see, mr. Mutiny boomstick.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Woolie Wool » Sun Mar 29, 2015 8:38 pm

Image
Coming with Alpha 4: an NC HUD patch.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Crudux Cruo » Thu Apr 02, 2015 9:37 pm

looking sexy, cant wait for release!
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Abba Zabba » Fri Apr 03, 2015 8:19 pm

Wow is this great. It's like if AtM and WoS had a baby, and only the best traits were passed down. Not shitting on those mods, but rather appraising yours. Well done!

I also really like the zombies' radio comm gibberish.

EDIT: Found a bug though. If you have no shells to reload with, you can't switch to explosive slugs with the pump action. I haven't tested this by keeping it on explosive slugs the whole time, but I'll check. It seems to be a bit worse than that. You cannot switch to either mode when you have no shells in reserve, and for some reason also if you only have one shell, in the SSG's case. It just lowers the shotgun as if to switch to a different weapon, but then re-equips the shotgun you were holding.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Woolie Wool » Fri Apr 03, 2015 10:07 pm

I'll look into the shotgun bug, thanks. As for the radio comm gibberish, only the chaingunner replacements (rifle zombies without the mutator, minigunners with the mutator) have it. I prefer having chaingunners have a distinct sound, it provides a valuable audio cue.
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Abba Zabba » Fri Apr 17, 2015 5:19 pm

Another thing to mention, your SSG suffers from the infamous infinite ammo bug; with no shells in reserve, you can still reload your SSG if it has a single shell in it.
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