Captain J wrote:Crap Crappo Crap... I played it for the moment but then i forgot reply... To give you some feedback and thoughts, of course. Anyway this mod is very impressive; has non-stop action, enemies are now decent and more aggressive and makes me to think and purchase what i truly need to handle the encounter. RPG style level up mechanism is also clever too!
Thanks!
- I think the Classes are weak and has small ammo cap but Rifleman and Enforcer. Eventually i had to play the game with said classes to satisfy my tactical needs. Give another weapon to only Classes with insufficient ammo like Runner or EMT?
EMT and Battle Medic are supposed to be somewhat fragile. The Runner and Infantry classes are supposed to come with more basic equipment so you can build your own arsenal from the ground up.
- What's up with some Loot items like Doom Alpha items and Fake weapons? Can i actually sell them or something? Because when i pick them up, the credit doesn't go up. And i can't even collect and sell them whatsoever.
As SeriousWeasle mentioned, you can press the Tab key to switch to Sell mode. You can sell loot items in the shop's "Loot" section.
Speaking of Fake weapons, they all looks functional and could use them whatever i like. But nope! Of course i can't use them. Would be less-confusing if they all looks reasonably broken, visually.
I'm honestly not sure what I'm going to do about those. They aren't supposed to be broken, just locked to their original user.
- Character/Shop Menu lacks some interaction sound effects. Would be nice and a bit fun to use if it has some.
They do, indeed.
- I can see that i leveled up after killing some enemies. But can i just see the collected EXP and next EXP one in the HUD, or maybe in the menu? Because... The Stat screen is not informatively filled enough.
I don't wanna risk making the HUD too busy. I might add a key to quickly show your player info without going to the menu eventually. As for the stats screen, it'll eventually show more info, but I haven't figured out a good layout for it yet.
- Glad someone found out that Medical item glitch. However, there's one problem that have been never told; you still can use your Medical items like Stimpack and Medikit although your health is full. Yeah, i know it sounds silly because you just can look at your HUD and how many HPs have dropped... But it can be in a pickle to check out if you're busy fighting the horde.
The Stimpack is supposed to be usable at any time, as it increases regen rate for nearly a minute or so along with healing you slightly. This will likely be more useful once the slow passive regen upgrade is in. Right now it's only useful for healing faster with Medikits.
- Ammo items and Fake weapon items does not play its pickup sound effect. Including the Soulsphere.
I keep forgetting to add sounds for those, heh.
- Mk-17 Conqueror Anti-Material Rifle's Cocking(Alt-Fire) Action ejects spent casing without consuming actual ammo and i can do it infinitely... Intentional?
If you mean that you can waste your ammo by pressing altfire with a cartridge loaded, yes, it's intentional. It's meant for when you get a dud round, but it lets you always do it.
It should, of course, eject an entire cartridge, but I have no sprites for that. Those are the ".338LM" casings from your casings sprite sheet, though, so maybe you could make a version of those sprites with the bullet still in them?
- CX-10 Caesar Chaingun's Recoil is way too much... Worse than Quake 2's Machine gun. Is there any way to decrease the recoil? Like Aiming or Hip-firing?
It's supposed to have rather heavy recoil, yes. You can mitigate this in a few ways. The first is to use the lowest firing rate, which you can do by pressing the Fire mode key twice. The second is to increase your strength stat. It'll take quite a bit of stat points for it to be enough, but it decreases recoil slightly. In the next release you'll also be able to use the berserk to decrease recoil temporarily.
- GTX-2 Mjolnir Ion Cannon prevents me to shoot when i'm near at the wall, even in mid-range. Although i never get damaged by its impact, or the explosion. It's pretty annoying when some enemies are near you and have to switch the weapon because i can't use it in front of them.
If it's not letting you fire, that means you're close enough it'd blow you to bits if you could.
- How can i select the Grenade type of XPL-50 Thumper Grenade Launcher? I tried to search the Fire Mode keybind, but there was none... And yeah, i did looked up the Manual, in game.
Press the fire mode key to select a grenade type you currently have, then press reload to load grenades of that type into the gun. You can interrupt the reload by pressing the reload key again.
- At Help Section, from Menu Screen, There's Font Test Page and i'm sure it wasn't intended to be there?
Fixed.
- Frag Grenade Just go through the enemy and does not play bouncing sound effect, So i kinda have some hard time knowing where it went to. Also it takes pretty long time to be Detonated, too. It feels like i'm fighting with a Time Bomb.
The grenades have a three and a half seconds fuse. If you need a grenade to explode faster than that, you can press altfire to cook it.
Just don't forget to throw
- Enemies with guns usually don't drop weapons often. Even they do drop some, the amount is very, very small. So sometimes i have to unnecessarily search through the map for ammo or give up the savings for new weapon and some important items.
The Shadow Corps Hunter (the shotgun guy replacement) used to drop their gun more often, but that ended up being too much, as it allowed you to earn way too much money from selling their guns.
And the only thing Zombiemen drop is 9mm Ammo. Hope they can drop random ammo, too. Oh, also Chaingunner does not, i repeat, does not drop any ammo upon death.
They all use the same weapon, so it'd be weird if they dropped non-9mm ammo. And yeah, it doesn't. Right now most of the Doom 2 monster replacements are either unfinished or not implemented at all.
- Manubus detects me very easily when near it and just gnaw down my health in few seconds. It's kinda unfair when you have to fight this thing in small room. Also its Flamethrower has no sounds, too.
As mentioned before, most of the Doom 2 monster replacementss are unfinished or not implemented.
And that's it! It's kinda hard to adapt, but it's Super Stimulating and the choice of buying stuff is very detailed yet informative. I also love the special effects and the zombies' voice as well. Seems like they still have their own personality, while being possessed by the evil!
Thanks.
I would like to see even more weapons to buy, but not with more ammo variants, though! This would make it even more complicated. Can't wait the completion of this mod.
There's actually quite a few more weapons planned that haven't been added yet.