Tesculpture wrote:Oh, Blastmaster Mk. II, I've missed you.
I do have some bugs to mention though.
With Combined Arms:
-Past Linked's boomerang is unable to paralyze monsters flagged with +NOBLOOD...unless you throw it past them and it hits them on the return journey. Direct hits will not work.
With Malefactors:
-Jian Chaingunners don't actually use their chaingun properly. They generally only fire two shots, or at most four, then 99% of the time opt instead to throw grenades. Even if they don't throw grenades, they still only fire two/four shots before giving up and going back to walking around.
-All the new projectiles used by various demons don't seem to use the same Alpha/Renderstyle as the stock Doom projectiles, in GZDoom at least.
On a separate note, do you plan at all on doing something with Malefactors similar to the Knightmare Skill in GMOTA, with a "very hard" skill replacing the monsters with palette-swapped/more deadly versions?
Combine_Kegan wrote:
I'm actually going to be removing the current blood system in the monster pack as it's incredibly laggy and messy. I've seen complete freezes with some people when they get close to enemies and blast them with big sprays of projectiles, or god forbid a ripper attack.
Ryuhi wrote:utility usage lasts well into your full arsenal.
Mod_till_crash wrote:Edit2;- So now I played it some and its amazing new weapons skins, shows how much effort was put into this,
I am just sad about the default pistol that used to go full auto on right-click being gone I don't get why it wasn't really unbalanced or anything, it sounded cool too and was fun to use, well its replacement on the other hand cant cut daemons in half, now that might sound good but it renders the gun unusable for sometime, I get that you also had to reload the full auto pistol but still
this replacement don't feel nearly as good.
Mod_till_crash wrote:though Combined Harms was a way better name but well thats subjective so ¯\_(ツ)_/¯
Mod_till_crash wrote:I am just sad about the default pistol that used to go full auto on right-click being gone I don't get why it wasn't really unbalanced or anything, it sounded cool too and was fun to use, well its replacement on the other hand cant cut daemons in half, now that might sound good but it renders the gun unusable for sometime, I get that you also had to reload the full auto pistol but still
this replacement don't feel nearly as good.
The only thing I would say about the pistol is making its cooldown 3/4 of what is is right now, since its feel like forever when ya only have the pistol.
Mod_till_crash wrote:Bruh, why nerf the crate weapons so hard?
But this big nerf to crate weapons I don't know how to feel about that.
Combine_Kegan wrote:
This is where I'm questioning how much of the new update you've played. All of the crate weapons have been MASSIVELY buffed. I've stripped out the godawful infinite reloading and slowdown mechanics, and they all deal far, FAR more damage. They're proper BFG tier weapons now.
itch.io wrote:If you are browsing Itch.io from the web, your only option is if the developer has made an older version available.
Tesculpture wrote:Aaand another (tiny and arguably superfluous) Malefactors bug: When firing a single shot, Zombie Gunners do not eject a bullet casing.
On a different note, is there any particular reason the Blastmaster helmet looks so different to the others? The other Loadout helmets are all clearly Arti's fishbowl with extra kibble. Is it referencing a game I've never heard of?
Ryuhi wrote:Mod_till_crash wrote:Edit2;- So now I played it some and its amazing new weapons skins, shows how much effort was put into this,
I am just sad about the default pistol that used to go full auto on right-click being gone I don't get why it wasn't really unbalanced or anything, it sounded cool too and was fun to use, well its replacement on the other hand cant cut daemons in half, now that might sound good but it renders the gun unusable for sometime, I get that you also had to reload the full auto pistol but still
this replacement don't feel nearly as good.
The new pistol altfire is actually amazing IF you use it properly. Enemies cut in half cannot be revived, so it can be used to weaken archvile presence a good bit. In terms of using it otherwise, its a quick swap attack: you switch to the pistol when enemies are lined up, chunk/kill a bunch of em in one shot, then switch back to a different weapon while it recharges. Honestly one of my favorite pistol replacers in mods because that utility usage lasts well into your full arsenal.
itch.io wrote:If you are browsing Itch.io from the web, your only option is if the developer has made an older version available.
itch.io wrote:If you are browsing Itch.io from the web, your only option is if the developer has made an older version available.
Combine_Kegan wrote:Regarding your auto-aiming complaints, I've made it a point to disable auto-aim on weapons in Combined_Arms, I guess I missed removing it on all of them, when I return to Combined_Arms I'll make it a point to disable auto-aim on all weapons. This is a personal preference. I hate auto aim.
Combine_Kegan wrote:Not auto selecting the mace when getting the pickup with the Artificer set is intentional, auto switch sucks.
Combine_Kegan wrote:Removing tracers on the yellow vent attack when you upgrade to the super venter is intentional, you're upgrading to hitscan.
Combine_Kegan wrote:Weapons not staying is a side-effect with how I've rigged the weapon pickups.
Combine_Kegan wrote:Spectres have no collision with monsters and players, this is intentional.
Combine_Kegan wrote:I will not add an option to speed up the cooldown for the pistol's altfire, that would make it overpowered and awful. I am not adding weird extra modes for the Cyclops cannon, I am not bringing the Daibatana back, and I am not bringing back the shitty gimmicks of the particle smasher.
itch.io wrote:If you are browsing Itch.io from the web, your only option is if the developer has made an older version available.
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