Good point; however, understand that Perfected Doom is primarily balanced around itself, not with the Expansion Pack loaded; the latter is designed to work with PD. The Rotary Cannon certainly won't go into Slot 5 in the base .pk3; however, I'll see if in the Expansion Pack moving it into Slot 5 would do any improvements. I've been planning to implement a grenade launcher into the Expansion Pack, though; that'd again bump the weapons per slot to 3 in Slot 5.JohnnyTheWolf wrote:The Rotary Cannon may use an original ammunition type, but it still deals splash damage that hurts the player at close range. To prevent accidental injuries or even death from mistakenly selecting it in the heat of battle, I think the weapon should be either assigned to the same slot as the Rocket Launcher or to a separate slot altogether.Retraux Squid wrote:The Rotary Cannon doesn't use explosives; it uses 12mm shells, which are dropped by commandoes and randomly spawn as either loose ammo (replacing clips) or boxes (replacing ammo boxes). Thus it's still in Slot 4 (primary automatic weapons).
Also, three weapons per slot is a crowd.
Version 1.1 will likely be coming tomorrow to a few days in advance. Stay tuned.