Combined_Arms v1.4: Red hot Blastmaster MK2 edition!

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Re: Combined_Arms, exotic weaponry galore

Postby Mechatron » Tue May 10, 2016 5:14 pm

I just started playing this mod. Haven't been able to use the other weapons much because of Lilk's axe. Between the primary's explosive throw and melee use, and the secondary's homing boomerang act there hasn't been much need of the other weapons, even on nightmare skill. Sometimes I do use the gauntlets when the axe needs a recharge.

Haven't tried it on other maps/monsters yet so maybe the other guns will come into play there.
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Re: Combined_Arms, exotic weaponry galore

Postby FaggoStorm » Sat May 14, 2016 8:12 am

I tried this in Deathmatch but EVERY shoot that my weapons fired pierced through the enemies.

Is this a bug or intensional?
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Re: Combined_Arms, exotic weaponry galore

Postby Combine_Kegan » Sat May 14, 2016 9:26 am

FaggoStorm wrote:I tried this in Deathmatch but EVERY shoot that my weapons fired pierced through the enemies.

Is this a bug or intensional?


Oh crap, that's probably because all of the player fired projectiles share the same species as the player themselves, I designed this to be co-op friendly first. I'm sure it'd be a simple fix to make it DM compatible, though I'm not sure if you'd want to, a lot of those weapons would one shot players very, very easily.
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Re: Combined_Arms, exotic weaponry galore

Postby FaggoStorm » Sat May 14, 2016 3:47 pm

If the weapons are so OP, I could simply use Custom Doom and make the weapons do less damage.
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Re: Combined_Arms, exotic weaponry galore

Postby chronoteeth » Sat May 14, 2016 10:49 pm

man do i want more of this

i love the unconventional weapons to a T, they're just too much fun.
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Re: Combined_Arms, exotic weaponry galore

Postby FaggoStorm » Wed May 18, 2016 9:23 am

OKAY, im starting to go insane.

I REALLY want to play this with Deathmatch.

How can I do that "simple fix"?

(im not going to give my fix to the public, it will be of personal use... but maybe I will give it to my brother so he can play with me)
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Re: Combined_Arms, exotic weaponry galore

Postby dljosef » Fri May 20, 2016 12:50 am

Ok, there's one question I need to ask.

Spoiler:
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Re: Combined_Arms, exotic weaponry galore

Postby Cardboard Marty » Fri May 20, 2016 5:00 am

dljosef wrote:Ok, there's one question I need to ask.

Absolutely. It doesn't use a fire key like the rest of the weapons, instead...

Spoiler:
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Re: Combined_Arms, exotic weaponry galore

Postby Lime » Fri May 20, 2016 5:11 am

Huh, I Suspect to find one of the Oddest Arsenals, And I have found it! What are the ODDS? Also it's fun.
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Re: Combined_Arms, exotic weaponry galore

Postby mentha » Fri May 20, 2016 5:46 am

KEGAN YOU DID A GREAT JOB I LOVE THIS. i don't have all the weapons yet but the alt fire on the shotgun is sublime.
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Re: Combined_Arms, exotic weaponry galore

Postby michael9r9r » Fri Jun 10, 2016 1:44 pm

Fantastic work on this, having a blast. I laughed my ass off when I saw the Plakanomicon for the first time. I feel like you could do a magic themed weapon pack really well.
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Re: Combined_Arms, exotic weaponry galore

Postby DoomGuy420 » Sun Jun 12, 2016 6:17 am

loved the plakinomicon! the havoc rebounder was fun to bounce around cyberdemons and flare gun was complicated to use :D

maybe you could do a elemental magic book (fire water grass psychic and etc :D)
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Re: Combined_Arms, exotic weaponry galore

Postby JohnnyTheWolf » Sun Jun 12, 2016 4:16 pm

Pretty, pretty good mod indeed!

The only thing I dislike is the fact that the Pistol does not use ammo: it is already much faster and stronger than the default pistol and, with weapon such as the Axe, the Daibatana and the Gnasher's altfire, it feels a bit too much. Doom games tend to be already very generous in terms of ammunition, so I really do not see the point of infinite ammo.
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Re: Combined_Arms, exotic weaponry galore

Postby JohnnyTheWolf » Sun Jun 12, 2016 8:27 pm

However, if there is one thing I absolutely love about this mod, it is the Shotgun - more specifically its altfire. Doom games are generally far too generous in terms of shotgun shells, so it is nice to finally have a weapon that encourages you to take advantage of such abundance. Also, the loading animation and the resulting kickback are just so ridiculously, yet unapologetically over the top, it is awesome! :D

Basically, it is the kind of zaniness Doom 2016 desperately needs.
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Re: Combined_Arms, exotic weaponry galore

Postby StatisticalHourglass » Mon Jun 13, 2016 8:20 pm

Had a lot of fun with this, enjoyed very much the axe, as well as the shotgun and particle cannon, especially how the alt fire interacts with the enviroment, also the nailgun was fun to use.
the sounds were all very good, and the voices really gave it a nice touch.
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