My quick replies:
Really big thanks for taking the time to test and feed back! Much appreciatedDeii wrote:First things first, the custom mugshot is straight up delightful! The little changes from collecting powerups or items (like getting a gasmask from the radsuit replacement or one of those funky late 19th century safari hats when you collect armor) really stand out and complement the overall feel of the mod. The only complaint is that it also lacks the damage states at 75%, 50% and 25%...and no death face either. It's really quite a nifty thing, I tell you.
Thanks, glad you liked it! Best case scenario is having the mugshot animated like in the classic status bar. The save percentage could be signified by different head gear... I'll look into that.Deii wrote:-Basically what J said about melee, feels strong, needs a beefy wallhitting sound.
Added the custom puff actor and another sound, can't get it to max volume yet though :/Deii wrote:-The arc coil could do with having a buff in fire rate so that it fires continuously, while dealing less damage per individual attack. An idle sound would also be nice.
Done.Deii wrote:-About the Ember Dynamo...well, it's a nice starting weapon I guess. Doesn't feel too strong nor too weak for such a thing, and the option to charge more shots into a burst makes it decent if for some reason you do run out of ammo. Charging SFX would be nice, just like J said.
You don't sound too enthusiastic about it Any suggestions on how to make it more interesting?Deii wrote:-This is more of a personal complaint than anything, but the Fiery Temper's animation looks very stiff. Even adding a simple charging handle on its side and making that move back and forth with firing would help immensel, along with smoothing out the recoil animation. That aside, the altfire has been reworked already so I won't mention it.
Yeah, I hear ya - will work on that later. The ejection port is already there, just needs animating.Deii wrote:-Salt 'n Pepper has a weird bug: sometimes, for some reason I couldn't pinpoint yet, hitting the altfire won't allow you to fire either of the guns and will just play the dryfire sound. That aside, I think it needs a buff in damage or pellet count because it struggles to one shot a pinky, even with the altfire.
Should be fixed and got buffed. Please report if there are still bugs occuring.Deii wrote:-So, the Hail Storm is probably the most interesting weapon of the bunch for me since its balance is also rather interesting - it's a rather strong weapon for dropping from zombiemen, but it doesn't really strike me as being overpowered. If anything, I think it could do with getting a buff in firing speed to really make it indeed be worthy of its title and then perhaps be moved to the usual chaingun/chaingunner spawn. As for its altfire, here is my suggestion: just make it a rocket that deals a lot of impact damage but little to no splash damage - that way you kind of have an even more versatile weapon that doesn't stand out as being the strongest weapon in the mod.
Lowered the splash, increased impact damage. Takes about 5 rockets to down a Hell Knight. Left the primary fire and drop as is for now but will come back to this later.Deii wrote:-No real complaints or points about the hellfire, it does its job well enough. I guess altfire could do more damage for what it is.
Buffed the splash damage.Deii wrote:-More or less the same about the Plasma Hose, really. Only thing missing is better SFX for the altfire.
Done. Increased alt-fire damage output.Deii wrote:-Stop Watch is an interesting choice, but I think it could indeed have some sort of wide AoE type altfire that erases monsters from time altogether. Just to act as a proper BFG replacement.
Yes, I'm with you and the others on this one. Will have to take some more time to come up with something interesting and visually pleasing.Deii wrote:-SFX in general could do with some polish. Pretty much all of the guns sound too quiet and almost toy-like at times.
-Different item sprites would also be nice.
-Some weapons have somewhat stiff animations, but they're not too important.
Animations and custom items will be a thing later. As for sounds: I didn't want to overcompress my soundeffects or completly clip them out just to get max volume. So I tried layering 2 to 3 sounds on different channels. How does it sound to you?
Updated the OP too.