Crudux Cruo wrote:Hey, just wanted to say this mod is great, and here some feedback.
Thank you.
Crudux Cruo wrote:-Green vision when picking up the boots... there's got to be a better way.
If you are referring to the pick-up flash or screen effects, those are both hard-coded and can't be altered I believe.
Crudux Cruo wrote:-Explodey shotgun is super op, fires lazer rocket slugs that kill hordes way to well; consider breaking up the shot into pellets and reducing explosion radius... this makes the gun more effective against bigger enemies , without having the super crazy explosion radius insta kill effect on hordes; still would be a good hall clearer.
Yeah, but ammo for it is rare (provided you play properly and don't cheat) and the max ammo count is very low.
Crudux Cruo wrote:-normal shotgun is weak, there is nothing to bridge the gap of the super shotgun. the answer? wgrealms super shotgun. this game needs it... doom2 is basically a super shotgun simulator; pretty much the whole game revolves around it. please consider adding a double barrel... and nerfing the exploding shotgun. case in point: duke plus has one.
Actually more powerful and slightly more accurate than DOOM's vanilla shotgun, I think it's fine they way it is. No double-barrel, sorry. The rail gun takes the place of the super shotgun.
EDIT: The shotgun fires 7 pellets, each delivering 10 to 15 damage. Vanilla DOOM's shotgun fires 7 pellets but delivering 5 to 15 damage. So the shotgun here has a higher damage output.
Crudux Cruo wrote:-raygun stinks. im sorry, i tried to like it, but its out of place, made useless by other guns, namely the exploding shotgun, ripper, or rocket launcher. it really doesnt add anything. I would suggest simply taking it out; the bfg replacement and the freeze ray and the shrinker/expander pretty much do anything you'd need, raygun is pretty lame compared to those other guns... if you do decide to keep it, it needs to be alot stronger, and the projectile needs longer effective range.
You mean the shrink ray/expander weapons? They are the most iconic Duke3D weapons, I can't imagine a Duke-themed mod without them. The shrink ray is very useful in maps where you have sudden encounters with larger enemies among otherwise smaller ones. It does NOT stink.
EDIT: What do you mean the shrink ray is weak? It shrinks enemies with a single shot.
Crudux Cruo wrote:-show the pipebomb some love; explosions are weak, and you cant throw more than one. either make it where you can throw more than one or make individual pipebombs better. maybe have them shoot out a little shrapnel?
The explosions are not weak, should be just as much as an RPG but with a higher splash damage. The pipe bomb is the weapon I've spend most time and effort on to get them functioning somewhat like they do in Duke3D. They have received plenty of love and are close to perfection. To throw multiple pipe bombs, switch to another weapon and then back again. A bit clunky, yes, but works.
Crudux Cruo wrote:-Pistol is always useful, and magnum rounds are great! i would suggest making the pistols 1.5 x 1.5 or 2x2 inaccuracy, just to make them a little less OP at distance. duke is a up close fella. Oh and... maybe add a lasersight? not sure if thats possible, but it'd be cool. and on the really really extra terrific, pleased as punch if you did it side of things, perhaps akimbo pistols? not necessarily faster or anything, just less reloads... and they look cool; perhaps as a upgrade you get when you pick up an extra pistol. not expecting you to do that at all, but it would be neat.
The pistol is supposed to be very accurate, that's the whole point of the weapon. It's for those sniping situations when dealing with smaller enemies, whereas the Magnum/Rail Gun is the one to use for the bigger guys. I did tried making a laser sight effect in various different ways but it just didn't look right.
Crudux Cruo wrote:-ripper gun sounds and feels great, but is really loosey goosey. i'm more of a fan of games that let me decide how to play, so when i want to hose down a hallway i prefer to have to move the mouse myself... sure a little inaccuracy is ok, but it just seems pretty far out there. I mean 8 x4 is crazy,
4x2 seemed just fine... perhaps just do 2x2 and 4x4 for the two ripper attacks?
"loosey goosey"??? The ripper loses accuracy drastically when firing full auto (holding down the trigger), so try short controlled bursts.
Crudux Cruo wrote:-i liked the way you handled berserk as a limited time deal, but i'd like to see a speed increase and maybe even a little damage resistance to go with it. berserk in doom lasted the whole level, but in this its just gone.
Time-based because that's how they function in Duke3D. About double the time of the original. They DO increase your speed along with higher jump height and increased strength.
Crudux Cruo wrote:-i'd like to see a finished jetpack, i see some RTS code there and hope to see it some day. not sure it'd be possible in edge, but if anyone would know how to do it it'd be you or coraline.
There is a jetpack, has been since the early days of EDGE.
EDIT: The mod is designed to have you regularly switch between different weapons for different situations, a little more strategic. The shotgun has the highest priority since it is the most all-around weapon.