noTartlman wrote:I do agree that the Nanocore should be buffed. I think that rather than replacing the berserk, it should be charged by sphere pickups since those are usually given when shit is about to hit the fan and you'll really need that nanocore.
I dream of a time when people accept the NanoCore as a gift instead of a curse
Not every melee weapon needs to be an absolute powerhouse.Princess Viscra Maelstrom wrote:the Blazeblade isn't particularly useful as a melee weapon, i think it could be a bit stronger. even when 'zerked, it sometimes fails to kill a Pinky for example.
It's basically a free short range shotgun blast that'll kill anything behind whatever you just killed. I don't see how that needs a buff.Princess Viscra Maelstrom wrote:the flames it shoots out also have a really short range, and could be a bit longer and probably do a bit more damage as well.
I'm definitely not buffing that thing, it's a monster.Princess Viscra Maelstrom wrote:Sol's Wrath could also be buffed. the damage it deals is decent enough, but the range is rather shallow and often gets me killed when aiming it at the enemy, as well as blocking my view, which makes it hard to see what i'm actually hitting.
It's not wrong at all, this is a mod designed for 2.1.1, and this is how pitch works here.Boondorl wrote:The railgun is broken with auto aim on because you're returning the wrong pitch value with the ACS script that checks it. I'm not quite sure why this is being done.
I super duper appreciate the effort you've gone to here to help me, I'm very grateful to you. There's just a few issues here, heh.
First, I'm an absolute brainlet and didn't understand any of it at all.
Second, I got someone to help me understand, and apparently what you've done wasn't quite right? I don't really know the specifics of it myself. In the end, we added a compat cvar like you suggested, and just added a single line, and now it seems to work fine for modern GZDoom. It was just inverted, after all.
Again, thanks for going to all this trouble to help me, and for the idea of a compat cvar.
The engine doesn't handle it, that's what started this.Boondorl wrote:I haven't used A_RailAttack much so I'm assuming something breaks with your mod when auto aim is on, but it seems it'd be best to just let the engine handle it.
Anyway, assuming no other bugs popup between now and tomorrow, I'll upload 3.2 then.