[3.2!] FINAL DOOMER +

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Re: [2.4] FINAL DOOMER +

Postby Sgt. Shivers » Fri Aug 24, 2018 4:01 am

namsan wrote:I was playing this mod for quite long time, and I realized there is almost no reason to use Plutonia shotgun over Revolver.
Revolver has quite high DPS for starting weapon and this weapon is quite accurate. Also, it has unlimited ammo and reloading is very quick.
And Plutonia shotgun has actually lower DPS compared to revolver despite it uses ammo, and still less accurate than revolver because it's shotgun.
According to weapon description, Plutonia shotgun's feat is "It has lower damage than normal shotgun but it's somewhat accurate!" but revolver can do better at any range. :roll:

I suggest buffing shotgun's damage or nerfing revolver's accuracy.


That's a good point, we should make the Plutonia shotgun more deadly.
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Re: [2.4] FINAL DOOMER +

Postby Gabenslair » Sat Aug 25, 2018 4:06 am

namsan wrote:I was playing this mod for quite long time, and I realized there is almost no reason to use Plutonia shotgun over Revolver.
Revolver has quite high DPS for starting weapon and this weapon is quite accurate. Also, it has unlimited ammo and reloading is very quick.
And Plutonia shotgun has actually lower DPS compared to revolver despite it uses ammo, and still less accurate than revolver because it's shotgun.
According to weapon description, Plutonia shotgun's feat is "It has lower damage than normal shotgun but it's somewhat accurate!" but revolver can do better at any range. :roll:

I suggest buffing shotgun's damage or nerfing revolver's accuracy.

I agree with this. The accurate shotgun's usage only works with further away enemies (other than chaingun sniping) so people usually encounter enemies with a satisfying cleansing of the revolver's six chambers. This makes the shotgun less usable in situations. I suggest buffing the shotgun by giving it either more pellets or higher damage at the minimal cost of a couple more tics of reload animation.
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Re: [2.4] FINAL DOOMER +

Postby fryingpan » Wed Sep 05, 2018 12:51 pm

Yholl wrote:
Gabenslair wrote:Hyped for version 3.0 since I saw the changelog. Whitemare spells good news.
YOU SAW NOTHING GO ABOUT YOUR BUSINESS SIR
Spoiler:


So can we expect a new release soon? I really love this weapon mod, but if there is a new version comming out soon i'll restrain myself from playing it so i can have a better experience afterwards!
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Re: [2.4] FINAL DOOMER +

Postby rabid marine » Wed Sep 05, 2018 6:35 pm

fryingpan wrote:So can we expect a new release soon? I really love this weapon mod, but if there is a new version comming out soon i'll restrain myself from playing it so i can have a better experience afterwards!

It's a yholl mod so you can expect a release in the next eternity
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Re: [2.4] FINAL DOOMER +

Postby Yholl » Fri Sep 07, 2018 5:25 pm

fryingpan wrote:So can we expect a new release soon? I really love this weapon mod, but if there is a new version comming out soon i'll restrain myself from playing it so i can have a better experience afterwards!
No, there's no update coming anytime at all soon. You should go ahead and just have fun with the current release.

rabid marine wrote:It's a yholl mod so you can expect a release in the next eternity
I have more mods than just DRLA, you know.


also, rood.
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Re: [2.4] FINAL DOOMER +

Postby VGA » Thu Oct 04, 2018 4:46 pm

I am playing through BTSX E1 with the BTSX weapon set, I find it very nice and balanced.

At one point I picked up something that made me glow purple for a while ... I didn't understand what it did?
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Re: [2.4] FINAL DOOMER +

Postby Maggle » Thu Oct 04, 2018 7:31 pm

It temporarily makes your weapons better. It increases the blaster's damage, causes the Arc blaster to fire three projectiles, lowers the ammo cost of the machreaper to 2 shells instead of three, increase the fire-rate of the pulse rifle, and makes the fist, pulse cannon, vulcan, and bfg replacement fire full-auto, without charging up. If you lose a quarter of your health, it's gone for the rest of the map.
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Re: [2.4] FINAL DOOMER +

Postby VGA » Thu Oct 04, 2018 11:20 pm

Weird. And which item does it replace? Also, I have played the 12 first maps and I still don't know how the ammo of the BTSX set's superweapon looks like.

This mod could use a mini wiki thing.
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Re: [2.4] FINAL DOOMER +

Postby Gorec » Fri Oct 05, 2018 3:09 am

VGA wrote:Weird. And which item does it replace? Also, I have played the 12 first maps and I still don't know how the ammo of the BTSX set's superweapon looks like.

This mod could use a mini wiki thing.

it replaces chainsaw,about bfg ammo-u should check final doomer options and there will be bfg ammo system,i guess u have option where any big pickup counts as bfg ammo too
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Re: [2.4] FINAL DOOMER +

Postby Princess Viscra Maelstrom » Fri Oct 05, 2018 9:50 am

specifically, the Nanocore uses a quarter of your current maximum health as a "buffer" for the powerup. so if you have 100 when activating it, lose 25 and it's gone, but if 200, then it's 50 etc..

BFG ammo by default gets "charges" when you pick up large ammo pickups. you need to pick up a certain amount of large ammo pickups to get the charge to increase for some of the more powerful BFG weapons. but if that's too complicated, you can simply turn on an option to summon separate BFG pickups alongside large ammo pickups, which i personally recommend.
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Re: [2.4] FINAL DOOMER +

Postby VGA » Sun Oct 07, 2018 5:07 pm

Interesting. But I have a question: If I am maxed on the rocket's equivalent ammo and cannot pick up some big ammo pickups, should I fire some ammo and pick those up and be at max again but also charge the BFG in doing so? Especially before exiting a map?
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Re: [2.4] FINAL DOOMER +

Postby Yholl » Mon Oct 08, 2018 2:23 am

VGA wrote:Interesting. But I have a question: If I am maxed on the rocket's equivalent ammo and cannot pick up some big ammo pickups, should I fire some ammo and pick those up and be at max again but also charge the BFG in doing so? Especially before exiting a map?
Do... whatever you want? I'm not sure why you're asking this.

In any case, you can always set the bfg ammo to be seperate pickups.
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Re: [2.4] FINAL DOOMER +

Postby Mackery » Mon Oct 15, 2018 3:50 pm

I was wondering if you could add a weapons list in the mod description ordered by player classes.
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Re: [2.4] FINAL DOOMER +

Postby Sgt. Shivers » Tue Oct 16, 2018 2:38 am

Mackery wrote:I was wondering if you could add a weapons list in the mod description ordered by player classes.


There's now one in the OP. Thanks for the idea!
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Re: [2.4] FINAL DOOMER +

Postby Mackery » Tue Oct 16, 2018 11:07 am

No problem friend! If you need help with me giving lore/codex styled descriptions, I'll be happy to help.
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