Finally decided to give this a try, never was much a fan of the original Eriguns; but generally I feel I quite like this. As someone else said, it now feels like a different Weapons of Saturn.
However, I do have some quibbles:
- The basic shotgun. Is. Bad. I literally stopped playing the first level I tried, booted up Slade, gave it an extra pellet and stripped about 5 tics from its reload animation and it felt so much better. I would seriously consider upping its power either in the same way, or through another alternative, as it can be your only weapon for awhile in some wads.
- Speaking of which, why does it reload two shells at a time?
- With basic zombies dropping the assault rifle; it means you almost never use the pistol (or dual pistols, for that matter). Not that the Assault Rifle is good as such, but its better than the pistol.
- Also, the minigun and the rifle don't really have their own niche's. The Chaingun is just flat-out better again, even taking into account spin-up and less accuracy.
- Speaking of the Assault Rifle, I see in its file that you define 'MachinegunMode', which apparently deals more damage, but there is no way to call this in the script?
- Personally, I'd pick one or the other to keep. And as 'reloading Eriguns' is your main gimmick, I'd suggest making that the Assault Rifle, increasing its baseline damage by 3-4, making it exclusively a chaingun replacer, and giving it a 30+1 magazine. Whilst 20-round magazines are a thing; its rare to find military assault rifles with them except for DMR-type rifles, where a smaller clip is less relevant; as its for mixed sniping duty when you can't afford a proper bolt-action. But up to you, of course.
- I'd also shave 1-2 tics off the SSG reload. Its alot better than the basic SG due to the power, but always remember; Doomguy is a badass who can run at 55mph, so its absolutely fine he can also reload at extreme-pro speed.
- Its already toggle-able, which I guess is fine, but the Autoshotgun just pretty flat-out obsoletes both SSG and SG; its insanely precise, has a 12 shell clip, rapid fire, and doesn't even take a huge time to reload as such. Its crazy OP.
- Rocket and Plasma velocity should be about 20% higher to better compete with hitscans.
- Whilst the Missile Launcher, in theory, should do equivalent damage to the Rocket Launcher, that's not usually the case due to the two missiles having smaller explosion radii. I realise it seeks, but often as we know from fighting revenants, seeker missiles aren't usually all that clever, so its a debate-able upgrade.
- The Railgun doesn't really have a place. DPS wise vs. the Plasma it loses out tremendously. Whilst it does have the utility function of gibbing crowds of zombies and imps that happen to be lined up; thats not something I'm often willing to spend cells on, considering how often we need them for the plasma and the BFG.
- Whilst I like the concept of max-health and armor upgrades; I'd make them slightly rarer than they are currently.
- 80%!!! damage resistance on Blue Armour is pretty crazy. Its 50% for vanilla Blue Armour (and 33% for green armour). Whilst it does mean you make more mistakes with armour threshold that high, it means your blue-armour also gets vaporised in record time; and most maps are fairly stingy on armour drops. Frankly, the Green Armour is the most useful right now (as I can take it 150 with armor upgrades, and it doesn't implode).
- Please make the extra UI toggle-able (item duration, ammo count, level stats). I already cover all the things you're providing with Tekish's mods!
- EDIT: Good Lord the BFG. It fires twice the tracers (one every 1.12 degrees) and each tracer deals twice the damage of a regular BFG tracer. Due to how a BFG works, thats 3200 damage (!). This easily vaporises a Cyberdemon in one shot (well everything the player sees when it detonates never mind a Cyberdemon). Uh... may wish to tone that down a bit.
I know it sounds like a whole bunch of moaning, but I really do think its a nice mod in there.