comet1338 wrote:i'm a bit against replacing the blursphere with a damage-up powerup
if you want to know why, boot up sunlust map05 and find the blursphere
that's why
suggestion time: randomize quad damage and berserk on berserk spawns
and make the quad give a full heal because berserk is sometimes used solely for that
alternatively just give the quad damage a defense boost, as it replaces the defense oriented powerup
alternatively alternatively bundle quad damage with invulnerability to encourage GO AND KILL mentality even further
also the revolver seems kinda wimpy damag wise
the explosion is more detrimental at close range than it is useful against groups
it kills chaingunners with one or two less shots than the assault rifle
and the rifle fire very fast
ssg shell belt animation when
a few more things:
since mappers like to put clips around chainguns, would be nice if ar mags would sometimes spawn instead of revolver clips
as fancy as the new crosshairs are, they are bit, eh, overdesigned?
very large a jumble of thick lines make it hard to see what i'm aiming at (i'm used to using the zdoom dot crosshair, mind). with crosshair-grow-on-pickup i find it quite dizzying
The Surfeit Torment is an almost guaranteed kill on a zombieman or shotgunner, and can kill a healthy imp in two to three shots. By comparison, the vanilla Pistol requires six to seven to take down an imp. I see no reason to make it more powerful than it already is.
If I randomize QD and Berserk spawns, the chances of getting Berserk+Quad Damage drops pretty significantly - bear in mind that not many maps have more than one Berserk box.
Sunlust's Map 05 throws a wall of chaingunners at you. I can see WHY you're against the Blursphere replacement, but in my experience, Blurspheres usually just get me killed and impart little gameplay value apart from being invisible until you shoot next or run in front of the wrong enemy (Dead Simple, anyone?). I've considered replacing, say, the Light Amp and the Megasphere, but Light Amps aren't really utilized beyond Ultimate Doom and Megaspheres are too rare. Invulnerability is a no-go - The Trooper's weapons are powerful enough to take advantage of invulnerability without a damage buff. I don't think Quad Damage should give a defensive buff.
The Trooper's Berserk powerup only heals 50 health, to balance it against the overwhelming damage the melee weapons are capable of with it. I may figure out a suitable rearrangement of powerups as to leave the Blursphere's capabilities untouched while still providing the Daily Value of Quad Damage we all need in our diets.
I'll see what I can do about the crosshairs - some I might simplify/scale down, but I'd suggest disabling crosshair-grow-on-pickup for now (I normally don't play with crosshairs).
I'll animate the SSG's belt when I'm good and ready. Also, probably when/if I ever do reloads. Basically, when I can go back and give the Surfeit Torment visible kickback frames and cylinder rotation, and the VSK7 a more proper recoil animation - it's not my highest priority.
I might randomize clips and AR mags, though the assault rifle comes with three times the ammo a Chaingun does - we shall see.
EDIT: I've updated the crosshairs, most of them should be more comfortable now. Surfeit Torment's explosive damage to groups is now much more noticeable. The first AS-46 you pickup will give you 30 rounds - future pickups only give 10. Clusters of 10 AS-46 rounds will sometimes replace explosive magnum clips.
*cough*Sunlust*cough*