[Add-On] Extra Badass Monster Pack for Project MSX [v 1.7]

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TiberiumSoul
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

If you mean the shitstorm cannon over in Doomnukem's sprite thread no. As much as I'd like for that to be his gun I can't make a reload animation for that as i'm not a pro spriter. recolors however, I can do brilliantly. plus it looks nothing like the guns of MSX
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DoomKrakken
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

You mean the "Freedom"? I wasn't referring to anything by DoomNukem...
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TiberiumSoul
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

I meant THIS.

Image
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DoomKrakken
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

HOLY SHIZ. Looks like a fusion of the Skullthrottle minigun and the Colonel Pillskanone autocannon... total badassness... :D

That's besides the point, though... you said you were making a new weapon for MSX... what was it?
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Valherran
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Valherran »

TiberiumSoul wrote:I meant THIS.

Image
That's exactly what this MOD needed, a bullet spitter.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

I liked the assault rifle chaingun replacement for Project MSX. Although I would love to see a gatling gun used later on (but make it a plasma rifle replacement... that's where gatlings truly DESERVE to be, since they're such powerful weapons).
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Valherran
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Valherran »

I wouldn't go so far as to say it should replace the Plasma Rifle. That thing does a ton of damage, and is used best against larger foes in crowds. Where as the AR can only be used against small squads of light enemies, which is problematic because you are often fighting things in the medium range or above consistently in later halves of any map pack.

Let's say that minigun above is added to the game, this is how it would function to preserve all weapon balance:

Uses bullet ammo.

Never have to reload, or use 200 round bullet belts/boxes.

Primary fire fires the weapon as fast as the AR, but is less accurate.

Has spread = to the auto shotgun.

Alt Fire toggles the barrels to keep spinning, but now is prone to overheating.

When firing the weapon with alt-fire toggled, it fires bullets 100% faster than the AR.

With that added, the AR still has a use, and that is sniping at long range with common ammo. Which is better than nothing, because I often found myself never really using the AR once I found everything else due to it's lack of performance. And my philosophy of equipment in shooters is: No item should ever become near-useless.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

No, no... I mean the plasma rifle. Not the Chimaera Pulse Rifle. I mean the minigun should be put in a RandomSpawner alongside the Chimaera Pulse Rifle to replace the Doom Plasma Rifle.

Look at Trailblazer's Skullthrottle minigun. It's the only mod that really makes the minigun feel special, since it's rarer (as the Skullthrottle is a plasma gun replacement) rather than it being easily acquired like some cheap pickup. You still have fast-firing bullet weapons under slot 4, but you have a super awesome bullet weapon under slot 6 which fires bigger and better bullets.

This is something I'd like to see done with Project MSX... not only implementing a minigun, but a powerful one that justifies it being put under slot 6 with the Chimaera Pulse Rifle.

For firing stats, how about this...

Fire spins up the barrels the first time it's pressed (using a "Hold" function), and you can continue pressing fire in order to fire bullets. Alt-fire stops the barrels from spinning, as they make a lot of noise which can alert nearby monsters. Just like in Russian Overkill or Insanity's Requiem (not to mention my personal edit for Trailblazer's Skullthrottle as well). Fires bullets 300% faster than the Barracuda.

I agree. No weapons you have should ever be throwaway weapons. Hell yeah, that minigun can't snipe to save its life. However, I think it should also run off of a separate ammo from the Barracuda Assault Rifle.

Interesting... I find lots of use for the Barracuda... used equally with the Hydra Autoshotgun and Golam Pistol. I don't use the more powerful weapons as much unless fighting huge-ass crowds, huge-ass monsters, or if I'm just plain bored. I have yet to find a lack of performance...
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TiberiumSoul
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

guys, if anything this would be a temp weapon use it till the ammo is gone then its dropped thats how i wanted the skullzerkers gun to be in the first place same for the Marksmans DSR 14.5. so thats actually two guns im working on
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TheLightBad96 »

TiberiumSoul wrote:guys, if anything this would be a temp weapon use it till the ammo is gone then its dropped thats how i wanted the skullzerkers gun to be in the first place same for the Marksmans DSR 14.5. so thats actually two guns im working on
With the Temporary weapons will it be made so that you can only carry one at any given time (so if you want the Minigun you will have to drop the Marksman DSR 14.5 or any other temporary weapon that you think would fit :D )
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DoomKrakken
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

It'd be cool to have a permanent chaingun.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

its not going to be the one the skullzerker drops thats for damn sure
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DoomKrakken
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

I figure... that weapon sounds super OP.
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Sgt. Yuri
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Sgt. Yuri »

Fixed!
Last edited by Sgt. Yuri on Sat Jun 04, 2016 10:32 am, edited 2 times in total.
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Captain J
 
 
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Captain J »

i played it along with original MSX mod and it run just fine. have you ever updated your gzdoom/zdoom yet?
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