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wildweasel wrote:Many apologies for the bump, but I have a nugget of feedback and/or a question - I've been playing LegenDoom 1.6 with the DRL Monsters lately, and noticed that the Scrapper weapons don't have any additional effect on some of DRLM's Technophobia monsters (most notably cyber-imps and former human cyborgs - interestingly the Heavy Revenants are affected, though!). Any intention of changing this?
I know it can be confusing because of that, but the intent was that its extra damage against specific types of monsters. Scrapper does extra damage to Revenants, Arachnotrons and Mancubi, and only them. I'll explain it.
Exorcist - All Former Humans
Extinguishing - Imps and Arch-viles
Wrangler - Demons and Spectres
Scrapper - Revenants, Arachnotrons and Mancubi
Anti-air - Cacodemons, Pain Elementals and Lost Souls
Blessed - Hell Knights and Barons of Hell
Heroic - Any monster with +BOSS, overrides any other type.
A monster can only have one of the above, so a boss imp, for instance, would only have a weakness to Heroic.
So yes, even though it says cybernetic enemies, it's really about damaging those three types only.
yeah, i figured it wouldn't work on all Technophobia enemies. although, i recall Scrapper not being exactly clear what enemies it works on (it says all "cybernetic" enemies, not the specific trio of monsters), so it could be confusing when playing on Technophobia to find that all the cybernetic enemies aren't affected.
I suppose there's not much getting around that without putting a wall of text in front of the player for the description. Understandable, though, I'll note it for the future.
Determined: With the weapon out, you take half damage when not attacking.
Best Weapon: N/A
Personal
Comment: It's only really useful for those maps with damaging floors AND lacking in radsuits. But that's just me.
Violent: Gibs enemies killed with this weapon, dealing a small bit of radius damage to, and terrorizing, nearby enemies.
Best Weapon: Shotgun, SSG
Comment: A great weapon for early in the game where you aren't facing much in the way of monsters. Particularly for where monsters are bunched up together.
Kinetic: Weapons don't explode, but deal impact damage
Best Weapon: RL
Comment: Wouldn't really recommend it unless for those levels where you have to avoid damaging yourself in tight spaces. I wouldn't recommend it if you're planning on the occasional rocket jump, either.
Penetrating: Projectiles rip through enemies with lowered damage.
Best Weapon: PR
Comment: It works best on those really big enemies. Even spider masterminds don't really last long against a penetrating plasma rifle.
Sustained: Powerups have +50% of original length. Stacks.
Best Weapon: Any
Comment: It's especially handy for certain powerups like invulnerability spheres. Good luck getting more than at least three.
Spiritual: Health and Armor bonuses give +1 more. Stacks.
Best Weapon: Any
Comment: It's best for Colourful Hell, since a lot of the enemies there tend to be drop those health/armor bonuses like candy.
Tricky: Projectiles bounce off surfaces.
Best Weapon: RL, PR
Comment: Mouselook is recommended to make the most use of this effect. I wouldn't recommend this for the RL, should you need those rocket jumps.
Raging: Triple damage when Berserk is active
Best Weapon: Any
Comment: If you happen to have a mod where you have a good chance of encountering monsters that can drop berserk packs (Colourful Hell being a prime candidate), this weapon is a godsend. Especially for the shotguns.
Unknown: Infinite ammo while invisibility is active
Best Weapon: Any
Comment: Blur spheres are rather rare. However, if you are running a mod (Such as the Light RPG mod) that would grant you an invisibility spell, it counts as having the blur sphere active. If you have the BFG with this effect, go nuts.
Hoarder: You gain extra ammo of a given weapon's current type. Stacks with each weapon of their respective ammo type.
Best Weapon: Your fave weapon(s), really.
Comment: If you love having a lot of ammo, especially the rocket launcher, you can't go wrong with this effect.
Survivor: +100% extra health from healing items. Stacks.
Best Weapon: Any
Comment: Really helps if you're trying to conserve those health packs.
-Uncommon-
Unlikely: 33% chance to not consume ammo per shot.
Best Weapon: Any
Comment: Not too reliable an effect, IMO, but it can help for early on when there aren't better effects. Hoarder is still better.
Berserker's: More damage the lower your health is.
Best Weapon: Any
Comment: Only use this if you want to live on the edge with low health. Hitscanners and Cyberdemon rockets will still be a really big problem, though.
Chargeup: Store multiple attacks to unleash them at once.
Best Weapon: Any (Your preference, really)
Comment: It isn't too bad with the pistol and shotguns. However, it's overkill with the rocket launcher. It's kinda silly with the rapid-fire weapons, though.
Efficient: Uses half ammo per shot.
Best Weapon: SSG and BFG only
Comment: It's actually a pretty nice effect for saving ammo, if you use the SSG a lot. The BFG version's really good, too.
Cluster: Shots explode into smaller, weaker shots
Best Weapon: RL, PR
Comment: Could be very useful for those areas with a lot of enemies. Rocket launcher means the projectiles will be dealing less splash damage to you and other enemies.
Medic: Healing items effect all players.
Comment: It's Multiplayer-only. If you have this, you shouldn't go wrong with keeping your buddies healed, unless you got the one Co-op "buddy" hogging the medkits.
Optional: Weapons fire weaker shots without ammo.
Best Weapon: Any
Comment: Not too bad an effect for the bigger weapons, especially the BFG.
Heavy: Weapons have greater knockback.
Best Weapon: Any
Comment: A heavy rocket launcher's great for rocket jumping. The other heavy weapons aren't too bad for pushing enemies away.
Painful: Attacks always make enemies flinch.
Best Weapon: CS, CH
Comment: The rapid-fire weapons are the best ways to make use of stunlocking non-legendary enemies. Legendary pinkies can still get plenty of bites in with the CS version, though.
Energetic: Twice as many BFG Rays
Best Weapons: BFG Only
Comment: If you really wanna one-shot those big enemies up close, accept no substitutes.
Shockwave: BFG shots explode instead of emitting rays
Best Weapons: BFG Only
Comment: The text speaks for itself. Doesn't work too well on those splash-immune enemies.
Hunting: Slower fire rate, but higher damage and knockback
Best Weapons: Any
Comment: I prefer the chaingun and either of the two shotguns with this effect. Triple damage for a slower fire rate
-Rare-
Improbable: Shots have 66% chance of not consuming ammo
Best Weapons: Any, mostly CG
Comment: Considering you use the CG, this is a step up from the other effect.
Seeker: Shots home in on enemies
Best Weapon: RL, PR
Comment: Should the time come to fight the Icon of Sin-type bosses, find a different weapon effect if you don't want your rockets veering off-target.
Killstreaker: Killing enemies gives a short, extendable speed boost
Best Weapon: Any
Comment: None too useful an effect IMO, but it's great for if you really want to blitz through levels.
Nuclear: Less damage, infinite ammo
Best Weapon: Any
Comment: Essentially the same as if you took the optional effect.
Lucky: A chance of dealing a max-damage 5X strength attack.
Best Weapon: Any
Comment: Can't go wrong with lucky shotguns for mad crits, or a berserk-amped lucky fist.
Desperate: When attacking below 26% health, you gain moments of invincibility
Best Weapon: Fist, CG
Comment: A high-risk effect, to be frank. And superfluous if you have the omni-shield mod.
Whittling: Applies a stacking damage resistance debuff with each hit
Best Weapon: Any
Comment: Rapid-fire weapons stack the effect's length.
Shaman: Powerups effect all players
Comment: Multiplayer only. This is a great effect for Multiplayer too, but pray you don't have a "buddy" hogging all the powerups, either.
Accelerator: Instant-hitting attacks
Best Weapon: RL, BFG
Comment: Essentially hitscan projectile weapons? Yes please. A plasma rifle with this effect ain't half bad either.
Explosive: Shots explode for small radius damage
Best Weapon: SG, SSG
Comment: Explosive hitscan weapons is a solid choice for if you really wanna deal more damage to groups of enemies or the beefy enemies. Even an explosive chaingun isn't too shabby.
High Explosive: Explosions are twice as big
Best Weapon: RL Only
Comment: Not really a bad choice for wide-open areas. In closed spaces, this could easily get you killed.
Shaped Charge: Explosions don't damage the owner.
Best Weapon: RL Only
Comment: Best for up-close usage of the rocket, or if you just don't want to worry about damaging yourself...unless you love rocket-jumping.
Vidmaster's: Explosions do full damage over their whole radius
Best Weapon: RL Only
Comment: Misusing this will get you killed very quickly. Just a warning.
Rapid: Twice the firing rate
Best Weapon: Any
Comment: Even a rapid-fire pistol isn't too bad for early in a run.
Marksman's: Always max damage for each hit
Best Weapon: Any, preferably either SG or SSG
Comment: A berserk fist dealing the max damage with this effect type isn't half bad, either.
Sniper: 100% Accuracy
Best Weapon: Either SG for the damage
Comment: A sniper chaingun's also nice for when you really don't feel like tapping it. The flavor text for this speaks for itself in the SSG's case.
Extended: Longer range
Best Weapon: F and CS, only.
Comment: I'd recommend a berserk fist with this effect if you find dancing with hell barons and hell knights a little too risky.
CQC: Triple damage, but with much less accuracy
Best Weapon: SSG
Comment: If you really must gain triple damage with this, the SSG will do just fine. A CQC shotgun is okay to. Anything else is a waste of time.
-Epic-
Impossible: 50% chance of gaining ammo instead
Best Weapon: Any
Comment: If you can make use of this effect, that's great. Otherwise, IMO, there are better ones.
Heroic: Triple damage to bosses
Best Weapon: Any, BF with Omnishield mod
Comment: This will really help in Colourful Hell when you fight those black and white-tier bosses, especially with the fist if you have the omnishield mod.
Murderous: Gives an extendable 3x damage buff with each kill.
Best Weapon: SSG
Comment: Really works for when you want to kill a lot of enemies. The SSG is the most consistent for this. An SG works very well, too, should you be using the Shotty's buff for the weaker enemies.
Unstoppable: Gives an extendable 50% damage resistance buff for each kill
Best Weapons: Any
Comment: Not my favorite, since I'm more of the type to kill enemies quickly.
Irradiated: Projectiles fire irradiated pulses that deal AOE damage constantly.
Best Weapons: PR
Comment: Quite the ass-kicking weapon effect for large groups of enemies with the plasma rifle with this effect.
Bloodthirsty: Killing enemies gives health bonuses
Best Weapons: SG, SSG
Comment: For the weaker enemies, of course. RL and BFG may not work as well.
Convincing: Deals no damage, but converts enemies into friendlies
Best Weapons: SG, CG
Comment: Use this for when you're more in the mood for converting those enemies to your side. It's recommended you turn the "Legendary Monster" chances down to "no extra chance" as legendary enemies WILL break out of this.
Plasmatic: Fires plasma blasts
Best Weapons: Any
Comment: Certain enemies in Colourful Hell have plasma resistance. Keep that in mind. Plasma shots, otherwise, deal the normal 5-40 damage with certain weapons. (hitscan weapons in particular)
Persistent: Each shot does a stacking DoT debuff (5 dmg/sec) on enemies upon hit.
Best Weapons: Either SG, CG, PR
Comment: The CG's great for long-range sniping to wear down the really beefy enemies. The shotguns for those up-close encounters with the Colourful Hell bosses (Provided you made good to stock up on those omnishields) is also very good. (Especially the SSG, if all pellets connect every hit.)
Triple Threat: Three shots in a spread
Best Weapon: BFG
Comment: How's this for an upgrade to the BFG? PR and the SSG with this effect are also really good. RL is three times as likely to get you killed.
Twin Shot: Two shots for the price of one
Best Weapon: Any
Comment: At least you won't have to worry about the spread problem with the RL.
I'll be looking forward to the new effects with the next release.
Just because I feel like being pedantic right now...
dljosef wrote:Nuclear: Less damage, infinite ammo
Best Weapon: Any
Comment: Essentially the same as if you took the optional effect.
That's technically not true.
Optional does 100% damage, but does 40% damage once you have no ammo left.
Nuclear always does 60% damage.
The difference is slight, but it is there. Nuclear is good if you are constantly ammo starved, or want to conserve ammo for the other shell or cell weapon if it's on one of them.
so i noticed something strange playing this again with the DRLA monster pack. for whatever reason, none of the effective damage weaponry works on the enemies i tried them on. Exorcist doesn't do 3x damage to zombies, Extinguishing doesn't deal 3x to imps and arch-viles etc. i'm genuinely confused as to why this is happening, given that WW posted earlier about playing this WITH the monster pack and it working just fine, apparently.
i don't think anything i have autoloaded would cause this issue, because i have things like njsplash and sound caulking autoloaded, but those wouldn't affect the monsters themselves, i don't think, and the effective damage weapons does work without the monster pack.
Viscra Maelstrom wrote:so i noticed something strange playing this again with the DRLA monster pack. for whatever reason, none of the effective damage weaponry works on the enemies i tried them on. Exorcist doesn't do 3x damage to zombies, Extinguishing doesn't deal 3x to imps and arch-viles etc. i'm genuinely confused as to why this is happening, given that WW posted earlier about playing this WITH the monster pack and it working just fine, apparently.
i don't think anything i have autoloaded would cause this issue, because i have things like njsplash and sound caulking autoloaded, but those wouldn't affect the monsters themselves, i don't think, and the effective damage weapons does work without the monster pack.
does anyone else have this problem?
The same in my case, different monster type effects don't work on DRLA monsters and apparently I thought that either DRLA Monsters need to be updated in order to use Legendoom effects or Legendoom itself is too updated to support DRLA mons...
Viscra Maelstrom wrote:so i noticed something strange playing this again with the DRLA monster pack. for whatever reason, none of the effective damage weaponry works on the enemies i tried them on. Exorcist doesn't do 3x damage to zombies, Extinguishing doesn't deal 3x to imps and arch-viles etc. i'm genuinely confused as to why this is happening, given that WW posted earlier about playing this WITH the monster pack and it working just fine, apparently.
It works for WW because as he's contributed to DRLA several times, he's got one of the indev DRLA builds, which has all that stuff.
ah, so that's how it is. i could have sworn that the monsters worked with the effective damage weaponry, but i guess not then. thanks for clearing that up.
yhole
i made fragtrak work w/ ur mod
am a very satisfy More seriously, the only bug is that plasmatic weapons count for the plasma rifle, because it checks the projectile and cannot find the origin of it reliably. Otherwise it's a+ gucci, very easy to work with and test
Tapwave wrote:yhole
i made fragtrak work w/ ur mod
am a very satisfy More seriously, the only bug is that plasmatic weapons count for the plasma rifle, because it checks the projectile and cannot find the origin of it reliably. Otherwise it's a+ gucci, very easy to work with and test
ohmy
thas cooooooooool
Is that bug something I can fix easily on my end? If it's not terror, I can do it for 2.0.
Tapwave wrote:yhole
i made fragtrak work w/ ur mod
am a very satisfy More seriously, the only bug is that plasmatic weapons count for the plasma rifle, because it checks the projectile and cannot find the origin of it reliably. Otherwise it's a+ gucci, very easy to work with and test
ohmy
thas cooooooooool
Is that bug something I can fix easily on my end? If it's not terror, I can do it for 2.0.
I don't think you can, it's something that's caused by how I detect killer/killed actors. Projectiles check for BFG, Rocket, then Plasma, so plasmatic rockets count for the RL but Plasmatic anything else counts for the plasmagun, as I can't fetch the player's weapon reliably. Since I don't use the PGun much (and from what I heard, most people don't do it much either), it can help compensate for that, imo.