Hideous Destructor 4.10.0b
Re: Hideous Destructor [Release version 3.3.2.1]
Bracing against walls with the Boss Rifle is really hard and janky compared to other weapons. For example, it's extremely hard to brace against the pillar at the firing range in the middle than it is to do so with assault rifles. Other walls are a bit easier but definitely a lot harder than other weapons still.
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Re: Hideous Destructor [Release version 3.3.2.1]
The change certainly improved the destruction being more normal, but i still get outliers. Testing on map 73 of dump 3, northern data center (room with all the computers and blue key) all computers and chair backs broke as expected, except for the lowest row, which all raised. I think height might be an issue
Herp cannot seem to target things above itself very well. Even just a few feet above it doesn't scan for.
Roboticist i feel deserves a second pistol, or an auto pistol, considering its a special job.
Derps could really use bindings in control for placing as switches, and activating. Also, it seems derp doesn't have a sleep mode? Kinda a pain, that was useful.
Shields are still incredibly excessive, i put 20 herps on the range vs a mastermind, and the herps only pissed the mastermind off. I can understand shields blocking stuff, but can 4 mil get through at all? Seems as if, without bolts, heat rounds, or energy weapons, no amount of force will beat them... Well actually i did do line target after, and the mastermind took 100 damage, but considering hundreds of rounds were fired, I think it would be at least at a 5th of starting health. Beyond that, if the shield is so powerful, perhaps you should make them less aggressive, since they are supposed to be the brains of the operation, and not a warrior. Slower reaction time to fire, slower maneuvering slightly, and slower turning... That would make for a more interesting battle, and give the player a chance outside the bfg. I'd also perhaps give fire a chance to sap shields, but to a lesser extent. I don't think an energy shield could get coated with napalm and still function without a critical overheat. It makes me wonder how many marines with chainguns would be required to bring one down.
I also had a thought to make revenant rockets more interesting, can you combine homing ai with predicting movement that mancubi have? So revenant missles not only aim for you when moving, but aim for where you are moving towards real time? This would make revenants far more dangerous especially at long ranges, I'd think
Herp cannot seem to target things above itself very well. Even just a few feet above it doesn't scan for.
Roboticist i feel deserves a second pistol, or an auto pistol, considering its a special job.
Derps could really use bindings in control for placing as switches, and activating. Also, it seems derp doesn't have a sleep mode? Kinda a pain, that was useful.
Shields are still incredibly excessive, i put 20 herps on the range vs a mastermind, and the herps only pissed the mastermind off. I can understand shields blocking stuff, but can 4 mil get through at all? Seems as if, without bolts, heat rounds, or energy weapons, no amount of force will beat them... Well actually i did do line target after, and the mastermind took 100 damage, but considering hundreds of rounds were fired, I think it would be at least at a 5th of starting health. Beyond that, if the shield is so powerful, perhaps you should make them less aggressive, since they are supposed to be the brains of the operation, and not a warrior. Slower reaction time to fire, slower maneuvering slightly, and slower turning... That would make for a more interesting battle, and give the player a chance outside the bfg. I'd also perhaps give fire a chance to sap shields, but to a lesser extent. I don't think an energy shield could get coated with napalm and still function without a critical overheat. It makes me wonder how many marines with chainguns would be required to bring one down.
I also had a thought to make revenant rockets more interesting, can you combine homing ai with predicting movement that mancubi have? So revenant missles not only aim for you when moving, but aim for where you are moving towards real time? This would make revenants far more dangerous especially at long ranges, I'd think
Re: Hideous Destructor [Release version 3.3.2.1]
I came across this bug earlier today. Stock Doom 2, MAP06. I made an attempt to use the crusher on the Mastermind, but as soon as the two made contact, I was booted to the console with this:
[imgur]https://imgur.com/a/lSZKo6s[/imgur]
[imgur]https://imgur.com/a/lSZKo6s[/imgur]
- Matt
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Re: Hideous Destructor [Release version 3.3.2.1]
Deluxe: What version of HD? That was fixed forever ago.
Mumbles: Is the DERP's ambush mode not working?
Mumbles: Is the DERP's ambush mode not working?
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Re: Hideous Destructor [Release version 3.3.2.1]
Wait, derp ambush is sleep mode? Alright.. Nevermind.
Re: Hideous Destructor [Release version 3.3.2.1]
I was using 3.3.0, which I mistakenly believed to be the latest version despite the folder date listing it as a month old. Apologies. Using 3.3.2.1 with the latest devbuild, everything is good. Also, I made this updated skin based off your player sprites a while back, if you find them to your liking you can add them in.
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Rifled.wad
- Marine shoulder firing rifle, as opposed to hip fire.
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- Abba Zabba
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Re: Hideous Destructor [Release version 3.3.2.1]
Some bugs:
Could have sworn that both shotguns had no side saddle filling sounds (as in, broken for a while), but now it seems that only the Hunter is affected by side saddle silence.
On a side note, pretty sure I got an SMG magazine from a map placed SMG bundle that contained 0 ammo despite being able to be picked up, and printing the normal full SMG mag pickup message. There were two mags, one was a normal full one. Guessing the 0 count mag was a additional chance mag that accidently forgot a 3 to make it 30? Last thing, trying to pocket an unloaded 9mm magazine (full) while you're at maximum pistol mag capacity, just makes it disappear into the abyss of your pockets, wasting it.
Could have sworn that both shotguns had no side saddle filling sounds (as in, broken for a while), but now it seems that only the Hunter is affected by side saddle silence.
On a side note, pretty sure I got an SMG magazine from a map placed SMG bundle that contained 0 ammo despite being able to be picked up, and printing the normal full SMG mag pickup message. There were two mags, one was a normal full one. Guessing the 0 count mag was a additional chance mag that accidently forgot a 3 to make it 30? Last thing, trying to pocket an unloaded 9mm magazine (full) while you're at maximum pistol mag capacity, just makes it disappear into the abyss of your pockets, wasting it.
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Re: Hideous Destructor [Release version 3.3.2.1]
Deluxe: Thanks, but I think I'll stick with mine for now. I kinda like how the cheap sprite-flipping makes it ambiguous just which hand the character is really using.
AZ: Trying to maintain that ammo-pocketing stuff has finally driven me to start writing a generalized system for giving some quantity and spawning the rest as dropped items when the player is at capacity...
EDIT: Nope, that wasn't even the problem here.
AZ: Trying to maintain that ammo-pocketing stuff has finally driven me to start writing a generalized system for giving some quantity and spawning the rest as dropped items when the player is at capacity...
EDIT: Nope, that wasn't even the problem here.
Last edited by Matt on Wed May 02, 2018 1:01 pm, edited 1 time in total.
Re: Hideous Destructor [Release version 3.3.2.1]
on map02 of 1994tuneup, my radsuit didn't work on the damaging floor. I took damage as if I did not have a suit on at all, and the suit eventually broke. Using the latest HD version and gzdoom 3.3.2
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Re: Hideous Destructor [Release version 3.3.2.1]
Meant to ask, does the select-fire pistol have any natural in-game spawns, or is it limited to just the medic? I've checked every imp and zombie dropped pistol and only had regular semi-auto ones, unless it's just a needle in a haystack level of rarity. (like though how you gave the medic the select-fire pistol, it was my immediate first thought upon hearing it was in the mod a month back)
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Re: Hideous Destructor [Release version 3.3.2.1]
It does not.
Might change that eventually.
ArchXeno: Is this the green nukage with all the danger signs? If so then it's working at least in principle as intended - the highest level damage sector will leak some damage and eventually destroy the suit. It seems a bit extreme though and this is an example of where vanilla and HD's balancing this issue are very different in ways that I did not actually intend or want. I'll take a look at the numbers later.
Might change that eventually.
ArchXeno: Is this the green nukage with all the danger signs? If so then it's working at least in principle as intended - the highest level damage sector will leak some damage and eventually destroy the suit. It seems a bit extreme though and this is an example of where vanilla and HD's balancing this issue are very different in ways that I did not actually intend or want. I'll take a look at the numbers later.
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Re: Hideous Destructor [Release version 3.3.2.1]
We certainly need the auto pistol drop somewhere, even if rare. Extremely sparse in jackboots, very rare ammo box spawn, on marines or dragon guards occasionally.. Also iirc you mentioned you did put them in, but rarely, but I've never encountered one. Edit : though I suppose if the smg is made collapsable into a pistol like frame, this need will be somewhat addressed. By the way, shouldn't remaining ammo in gun effect recoil? Particularly for a pistol..
Suit is definitely wonky, i mentioned this for doom recon, the hd map, that the pools of swimable goo immediately melt it on contact.
Shotgun and slayer are inconsistent, one unloads into inventory, one unloads into the ground. And no, I'm not full on ammo doing this.
Zm66 jam is now silent. Is this intentional? If so, jeez this is mean. Could you at least add a clicking noise to guns for dry firing? This might help, and honestly i wonder why we don't have it yet..
Speaking of jams, will jackboots and zombiemen get them anytime soon? I'd absolutely love a jackboot jamming, and getting the chance to beat the snot out of him. Always bothered them being jam proof.
Last i checked picking up a 2nd herp (only in item form, not tripod active form) makes the herp vanish into the abyss.
Since we have a new temperature system, maybe suits can use them for the breaking point? Being able to tolerant some fire, before either giving the player heat stroke inside the suit, or until the suit itself breaks down? I'd also love if the lava resistance was also based upon this. I figure suits could be similar to Kevlar as mentioned earlier. Heat RESISTANT, BUT, tough to cool off, so if used heavily to tank fireballs, you'd need to give it a few minutes before touching again.
Yokai somehow got stupid powerful, giving me a heart attack that is fatal in seconds if i don't quickly kill him. If you want to make them more obnoxious, make them vanish a second after they enter fov, like boos from Mario, rather than making them so damaging. They were perfect as neusances.
Since I still have an issue with the balance of hell knights summoning putti, i have a suggestion. Make them use cubes as a psudo riot shield, covering the torso but not legs and head, and give the shield roughly the health of another knight, or possibly revenant. It could block shots, even fragments, and lower the shield to strike. This would be a good way to make them significantly more threatening without resorting to bullet spam, and is frankly more knight like. Not every one needs to have one, but I think it would be appropriate as a long range tactic. I also wouldn't mind the cube turning into putti as they die, so you sorta get both, but you no longer get spammed with new enemies... That's the pain elementals job.
EDIT : so i convinced a little youtuber to play hd and he decided to play without the manual or bootcamp... Needless to say he had a hard time. https://youtu.be/SAOFhqFNynE
Suit is definitely wonky, i mentioned this for doom recon, the hd map, that the pools of swimable goo immediately melt it on contact.
Shotgun and slayer are inconsistent, one unloads into inventory, one unloads into the ground. And no, I'm not full on ammo doing this.
Zm66 jam is now silent. Is this intentional? If so, jeez this is mean. Could you at least add a clicking noise to guns for dry firing? This might help, and honestly i wonder why we don't have it yet..
Speaking of jams, will jackboots and zombiemen get them anytime soon? I'd absolutely love a jackboot jamming, and getting the chance to beat the snot out of him. Always bothered them being jam proof.
Last i checked picking up a 2nd herp (only in item form, not tripod active form) makes the herp vanish into the abyss.
Since we have a new temperature system, maybe suits can use them for the breaking point? Being able to tolerant some fire, before either giving the player heat stroke inside the suit, or until the suit itself breaks down? I'd also love if the lava resistance was also based upon this. I figure suits could be similar to Kevlar as mentioned earlier. Heat RESISTANT, BUT, tough to cool off, so if used heavily to tank fireballs, you'd need to give it a few minutes before touching again.
Yokai somehow got stupid powerful, giving me a heart attack that is fatal in seconds if i don't quickly kill him. If you want to make them more obnoxious, make them vanish a second after they enter fov, like boos from Mario, rather than making them so damaging. They were perfect as neusances.
Since I still have an issue with the balance of hell knights summoning putti, i have a suggestion. Make them use cubes as a psudo riot shield, covering the torso but not legs and head, and give the shield roughly the health of another knight, or possibly revenant. It could block shots, even fragments, and lower the shield to strike. This would be a good way to make them significantly more threatening without resorting to bullet spam, and is frankly more knight like. Not every one needs to have one, but I think it would be appropriate as a long range tactic. I also wouldn't mind the cube turning into putti as they die, so you sorta get both, but you no longer get spammed with new enemies... That's the pain elementals job.
EDIT : so i convinced a little youtuber to play hd and he decided to play without the manual or bootcamp... Needless to say he had a hard time. https://youtu.be/SAOFhqFNynE
Re: Hideous Destructor [Release version 3.3.2.1]
Hello!
I just want to report that I haven't had the game freeze once with version 3.3.2.1, and I've played a lot. So whatever happened earlier should be sorted now.
I just want to report that I haven't had the game freeze once with version 3.3.2.1, and I've played a lot. So whatever happened earlier should be sorted now.
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Re: Hideous Destructor [Release version 3.3.2.1]
The current medical system is just so on point and satisfying. It feels like the way it was always meant to be, personally. The only thing I've noticed, though is a bit of second flesh inconsistency, or rather, just odd behavior on how it works; it removes roughly 12.5 points of closed wounds and burns on each use, but it can do so independently of either damage type. So if, for example, you get perforated a couple times by a zombie, then catch a few fireballs by a fighter imp, you can remove both damage types reliably with one medkit; but if you took the amount of damage points you'd be getting from one source and added it entirely to the other, one medkit wouldn't be enough. Not sure how the gameplay/lore logic works exactly, but unless each second flesh has a separate burn cream packet or something that gets used/wasted each time you use second flesh, it feels a bit wasteful using it a good deal of the time. Perhaps boosting the average healing rate of each SF dose by 50%, then making it treat one wound type first (burns consolidate into a higher number of closed wounds, right? Guessing they would take priority)), then moving on to the other remaining damage type would make each kit feel more efficient and not like I should hold out for the moment where I could possibly get shot or burned to get the absolute most out of a dose, when really it should be fixing everything evenly and equally.
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Re: Hideous Destructor [Release version 3.3.2.1]
I wouldn't say the med system is completely perfect.... old system addressed many issues, but current Issue is, I wish stims had more of an immediate effect. Stims are supposed to be something that QUICKLY get someone up from being injured, and put them to use, while leaving wounds unattended, but stims behave more like a thing to speed up recovery. Maybe if I might suggest something, for stims and berserk? What about an overheal of a specific amount, and come down of a significant amount? Similar to postal 2 : if you haven't played it well....you get "health pipes" in the game (crack) which raise your health immediately up to 125, while max is 100 normally, and several minutes later, you suffer 25 damage from coming off of it. This can be avoided by smoking more of course, but the issue is, smoking it is potentially dangerous, while life saving.
I'm curious if stims could have a similar effect, immediately raising HP by 25 (or if not immediately, very quickly) raising the regen rate to 125, and on coming down, lower hp 25 points. This way you could effectively simulate drugs saving someone, or someone dying because drugs were keeping them alive, and even have come down form a sort of "meta" addiction to stims. I also wonder if doing the same with berserk would be better, with a slower regen rate, but 200% hp as max, and same principle. This way, 1, berserk could POTENTIALLY protect against more attacks that are otherwise lethal (shotgun comes to mind) BUT, also isn't ridiculously tanky on all but the vulcanette , shotgun, and explosives (or LOTS of fire). If I'm honest, I'm a little perplexed why you avoid the above 100 hp thing. Perhaps for realism, I know you kinda got rid of that with the mega-sphere, but I really feel it would help for some things, namely making stims a bit more useful in immediate combat, making stims more like stims than medical ointment, and also balancing berserk a little better. Its just something to consider.....Hey I had a fucked up idea, can we inject ninja pirates with second flesh to cause them to convulse in pain and kill them? I'm not sure why, but I love the idea of being able to weaponize medical items with the injector, because reasons.
This would also better reflect "psychosomatic" health, as drugs provide a very immediate, very severe change, but afterwards things aren't necessarily better. I think this would also reflect the realism more too, stims don't FIX the hole in your gut from getting shot, they just make you sorta forget, and if you haven't had time to patch it and heal, you are going to be extremely unhappy when you come down off of it. It would also put stimulants in a slightly higher demand (they are currently only marginally used for me, if at all. Going without entirely isn't hard, just slower). If realism is really an issue, perhaps you could even isolate physical health and psychosomatic health into separate numbers....which might even lead into the ability for players to black out and be resurrected? I don't know, I'm just spouting bullshit ideas here.
Recoil reduction with auto pistol while braced is way too damn much. I'd argue it shouldn't get bracing benefit at all to be honest, since its 1 handed anyways. all the weight is down on 1 point as compared to a rifle being on 2, causing stability from the bracing, while a pistol will rock on the point.
Last I checked ladders can be made to float using platform, setting them and then lowering the floor they are set on.
Nightvision is great, though I admit, I will kinda miss using them as psudo smart vision goggles to detect enemies.
Dead simple is now impossible. Those mancubus balls are just too damn dangerous. I blame napalm guy. I suppose this kinda makes sense, but this conflicts with the bit about "horribly inefficient" gasoline cannons... unless you changed the lore. Needless to say, mancubi went from one of the least threatening, to most threatening. I'd rather face a damn baron....and no, barons don't need a buff, just mancubi feel a little like cyberdemons with a delayed kill. Honestly considering their power house damage, making them only fire 1x2 rather than 3x2 seems reasonable, and would fit with them being "grossly inefficient". And I'd cut back on the splash just a little bit, or more importantly, make the edge of the splash do LESS heat damage than a center hit. Because a few edge hits STILL engulfs you, even in a radsuit. Also, make them a helluva lot slower, those things are HUGE, fat as hell (literally I guess) yet move faster than imps it seems. I think you went a little overboard, even for HD with mancubi. Id seriously slow them down (movement speed, turn speed, fire speed) and make the splash less like liquid lava. Its frustrating that, even with the buffed hazard suit, I cannot survive a single volley in cover on dead simple. Very frustrating. [end rant]
(sorry for my abnormally fubared post, I'm exhausted, angry, tired, sunburned ect.)
EDIT : was about to do a bug report on 4 mil being stupid powerful, til I realized no, its just zombiemen using burst again....why did you add this? Did zombies REALLY need to be stronger? Lore wise it would make more sense for them all to have semis anyways. a condensed salvo burst is an expensive piece of equipment, and having them on zombiemen is excessive, and makes them INSANELY powerful, able to 1shot the player easily in an instant. Id seriously consider a 3 ZM change, where theres semis, full autos, and bursts, with bursts being rare, because that burst is absurdly powerful.
EDIT 2: I think I found the source of my butt hurt. Zombies I think still use the old code, while players have the weapon bob while moving. Ergo, now zombies are WAY MORE ACCURATE than players, and tend to shoot faster since players need to stop for distance shots. This said, burst on zombie-men is still absolutely bull. Basically feels like some zombie-men randomly pull out shotguns and shoot me with it, when shotguns are already instant kill. I know its HD, but its a very FINE LINE between being hit by something that, by nature of being hit, you have absolutely no way to survive, and being hit by something that, despite VERY nasty effects, can be survived... and currently, burst fire shots, shotguns, and mancubi are those. Might I suggest that shotguns be less effective against kevlar, but , if hit with most of the blast, instead cause a stun, since it feels like being kicked by a donkey?
I'm curious if stims could have a similar effect, immediately raising HP by 25 (or if not immediately, very quickly) raising the regen rate to 125, and on coming down, lower hp 25 points. This way you could effectively simulate drugs saving someone, or someone dying because drugs were keeping them alive, and even have come down form a sort of "meta" addiction to stims. I also wonder if doing the same with berserk would be better, with a slower regen rate, but 200% hp as max, and same principle. This way, 1, berserk could POTENTIALLY protect against more attacks that are otherwise lethal (shotgun comes to mind) BUT, also isn't ridiculously tanky on all but the vulcanette , shotgun, and explosives (or LOTS of fire). If I'm honest, I'm a little perplexed why you avoid the above 100 hp thing. Perhaps for realism, I know you kinda got rid of that with the mega-sphere, but I really feel it would help for some things, namely making stims a bit more useful in immediate combat, making stims more like stims than medical ointment, and also balancing berserk a little better. Its just something to consider.....Hey I had a fucked up idea, can we inject ninja pirates with second flesh to cause them to convulse in pain and kill them? I'm not sure why, but I love the idea of being able to weaponize medical items with the injector, because reasons.
This would also better reflect "psychosomatic" health, as drugs provide a very immediate, very severe change, but afterwards things aren't necessarily better. I think this would also reflect the realism more too, stims don't FIX the hole in your gut from getting shot, they just make you sorta forget, and if you haven't had time to patch it and heal, you are going to be extremely unhappy when you come down off of it. It would also put stimulants in a slightly higher demand (they are currently only marginally used for me, if at all. Going without entirely isn't hard, just slower). If realism is really an issue, perhaps you could even isolate physical health and psychosomatic health into separate numbers....which might even lead into the ability for players to black out and be resurrected? I don't know, I'm just spouting bullshit ideas here.
Recoil reduction with auto pistol while braced is way too damn much. I'd argue it shouldn't get bracing benefit at all to be honest, since its 1 handed anyways. all the weight is down on 1 point as compared to a rifle being on 2, causing stability from the bracing, while a pistol will rock on the point.
Last I checked ladders can be made to float using platform, setting them and then lowering the floor they are set on.
Nightvision is great, though I admit, I will kinda miss using them as psudo smart vision goggles to detect enemies.
Dead simple is now impossible. Those mancubus balls are just too damn dangerous. I blame napalm guy. I suppose this kinda makes sense, but this conflicts with the bit about "horribly inefficient" gasoline cannons... unless you changed the lore. Needless to say, mancubi went from one of the least threatening, to most threatening. I'd rather face a damn baron....and no, barons don't need a buff, just mancubi feel a little like cyberdemons with a delayed kill. Honestly considering their power house damage, making them only fire 1x2 rather than 3x2 seems reasonable, and would fit with them being "grossly inefficient". And I'd cut back on the splash just a little bit, or more importantly, make the edge of the splash do LESS heat damage than a center hit. Because a few edge hits STILL engulfs you, even in a radsuit. Also, make them a helluva lot slower, those things are HUGE, fat as hell (literally I guess) yet move faster than imps it seems. I think you went a little overboard, even for HD with mancubi. Id seriously slow them down (movement speed, turn speed, fire speed) and make the splash less like liquid lava. Its frustrating that, even with the buffed hazard suit, I cannot survive a single volley in cover on dead simple. Very frustrating. [end rant]
(sorry for my abnormally fubared post, I'm exhausted, angry, tired, sunburned ect.)
EDIT : was about to do a bug report on 4 mil being stupid powerful, til I realized no, its just zombiemen using burst again....why did you add this? Did zombies REALLY need to be stronger? Lore wise it would make more sense for them all to have semis anyways. a condensed salvo burst is an expensive piece of equipment, and having them on zombiemen is excessive, and makes them INSANELY powerful, able to 1shot the player easily in an instant. Id seriously consider a 3 ZM change, where theres semis, full autos, and bursts, with bursts being rare, because that burst is absurdly powerful.
EDIT 2: I think I found the source of my butt hurt. Zombies I think still use the old code, while players have the weapon bob while moving. Ergo, now zombies are WAY MORE ACCURATE than players, and tend to shoot faster since players need to stop for distance shots. This said, burst on zombie-men is still absolutely bull. Basically feels like some zombie-men randomly pull out shotguns and shoot me with it, when shotguns are already instant kill. I know its HD, but its a very FINE LINE between being hit by something that, by nature of being hit, you have absolutely no way to survive, and being hit by something that, despite VERY nasty effects, can be survived... and currently, burst fire shots, shotguns, and mancubi are those. Might I suggest that shotguns be less effective against kevlar, but , if hit with most of the blast, instead cause a stun, since it feels like being kicked by a donkey?