Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

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Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Postby Spaceman333 » Mon May 10, 2021 9:41 pm

Gave the newest version a spin and the new features are indeed sexy.

I really like how the Minigun looks and works. Feels intimidating and powerful.
Proxy mine looks cool and I like how it falls down to the floor. I originally thought of it being sticky to walls and enemies, but these work nicely.


After playing some more, these thoughts came to me:
  • I actually now miss the M60 and kinda wish it could also exist alongside the new Minigun. M60 in the UF version was really useful by being immidiately effective - pull it out and instantly stunlock/devastatate groups or single targets with mildly explosive, yet safe bullets. Ammo use is quite efficient and controllable due to accuracy, low-ish rate of fire and each bullet being usable individually.

    The Minigun in the current format is cumbersome as a BFG weapon in comparison. I do love the spin-up feature, the mean look, firing sound tho.

    I think to work alongside the M60 - sharing the same ammo pool - the Minigun's speciality could be intense burst damage, coupled with wide projectile saturation. This would mean the price of spin-up delay and faster ammo consumption would pay off with much higher damage, bigger spread, more explosiveness radius.

    Between the M60 and Minigun, the choice for the player would be between efficient long range suppressing devastation VS close range spray of inaccurate excessive screen clearing rapid obliteration.

  • The Railgun's ammo sharing with the Minigun/M60 bothers me. It makes me hesitate using the railgun, since the M60 can save me from a tough situation more effectively and because the HEIAP ammo is rare.

    I'd love to change the Railgun to use Ice Ammo instead, inspired the by the Mercury Bow sniper rifle from the bungie game Oni, that is a lethal rifle that would fire super-cooled liquid mercury, with a sexy blue trail to go with it. It won't freeze, just fire a penetrating spear of icy liquid metal essentially.

    More so, I'm thinking adding wall-piercing - but mitigating it with limiting how many times the projectile could rip would be pretty good too.

  • The proxy mine seems to have occasional issues detecting targets, while also being slightly odd to not use the same shrapnel explosion as the regular bouncy grenade. I think the detection could be improve, the radius of detection increased, while essentially using the same explosive payload as the regular grenade.

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Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Postby Dr_Cosmobyte » Mon May 10, 2021 9:54 pm

In addition, if you convert all your sounds to .ogg (Audacity can be useful here), you'll save basically half the sounds file size.
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Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Postby LossForWords » Tue May 11, 2021 8:51 am

The proxy mine causes a lot of unintentional self damage with the shrapnel on. I'll see if i can fix it, but until then, it's off. I'll see about the other issues, too.

And i don't think i'll be adding wall-piercing to the railgun.
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Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Postby alexdoomguy » Sun May 16, 2021 12:28 pm

my first public weapon mod. compatible with lzdoom, gzdoom and zandronum.

Hmmm, interesting, and this one should definitely work on Zandronum? huh?
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Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Postby LossForWords » Sun May 16, 2021 12:58 pm

Sorry, i forgot to remove that.
Thanks to the way mid-reload shotgun firing works, it's not ZD compatible.
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