High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Valherran
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Valherran »

Bobby wrote:Question: What does the "Alternative" BFG spawn do?
Deadman's Holster, you activate it near some enemies and time slows for like 5 seconds, during this time you aim at up to 6 enemies you want to shoot and you will kill them instantly (except boss monsters.)
CD-Roman
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by CD-Roman »

Any nice map with WWW/Outlaw vibe and textures?
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Tesculpture
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Tesculpture »

Valherran wrote:Deadman's Holster, you activate it near some enemies and time slows for like 5 seconds, during this time you aim at up to 6 enemies you want to shoot and you will kill them instantly (except boss monsters.)
To be precise, it deals damage equal to 50% of the target's current hit points, unless their current HP is 1000 or less, in which case it insta-kills them. Bosses are slightly more resistant to quick-draws; their HP must be 500 or less to be insta-killed.

In the case of vanilla doom monsters, even the toughest non-boss monster (the Hell Baron) only has 1000 HP, and thus can be one hit. With a Cyberdemon, the first quick draw will deal 4000 HP/2 = 2000 damage, the second will deal 2000 remaining HP/2 = 1000 damage, the third will deal 1000 remaining HP/2 = 500 damage, and the fourth, since their remaining HP is now 500, will insta-kill.

Mods such as Colourful Hell or LegenDoom Lite, introduce non-boss monsters with more than 1000HP, and thus make one-hit kills harder to achieve.
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Valherran
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Valherran »

Ah, that's how the formula works. Been a while since I played, let alone looked into the details of its workings. heh
Bobby
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Bobby »

Bug: When I get some items and go to the next level, the items reset to zero.
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BerserkerNoir
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by BerserkerNoir »

Bobby wrote:Bug: When I get some items and go to the next level, the items reset to zero.
By Items you mean all your loadout? Weapons and the like?
If thats the Case, you have the "Pistol Starts" CVAR turned on, turn it off.
Bobby
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Bobby »

just the inventory items, not the weapons.
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baddude1337
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by baddude1337 »

Bobby wrote:just the inventory items, not the weapons.
That's intentional. It's how items worked in Heretic, so you wouldn't be too overpowered with tons of usable powerups.
bricks041059
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by bricks041059 »

How else do you get the Deadman's Holster if you have the "BFG9000 gives Mask of Basilissa" enabled
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BerserkerNoir
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by BerserkerNoir »

bricks041059 wrote:How else do you get the Deadman's Holster if you have the "BFG9000 gives Mask of Basilissa" enabled
By changing that CVAR to "Both" or "Alternate" instead of only one of them, theres no otherway as far I know.
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Gollgagh
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Gollgagh »

You can also set it as one of the items that you can start a new game with.
Starman the Blaziken
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Starman the Blaziken »

Funny issue, when I have the caltrop spawns on, those alternate caltrop pickups do not even count on the counted-item counter even though they have the uncommon replacement of the small armor and health pickups.
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ChocoGuevara
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by ChocoGuevara »

Hello! I must say I really like your mod. Fantastic sprite work with very punchy weaponry. One of my favorites, actually!

Now, I'd come with a query:

Do you think you could tell me about ways to make the gunplay feel a teensy bit more vanilla with the gameplay option sliders we're given within the mod? Of course not all guns will feel like their vanilla counterparts, and that is all alright by me. I'd just like to know how you'd think I could make them deal more Vanilla-esque damage, you see!

Anyways, thanks for taking the time. Keep up with the good work!
bricks041059
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by bricks041059 »

grenades feel a bit too bouncy
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Captain J
 
 
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Captain J »

But travels really faster and instantly explodes on impact from the enemy. I think this is quite of a good trade.
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