Kellion wrote:The Bio Rifle has a short delay before unloading with the rightclick fill fire. This is quite noticeable and I'm not sure if its intentional.
Is this happening when fully charged?
Kellion wrote:When you have the Megasphere/Shield Belt, and the shield is partially damaged. Picking up armor will have it replace the shield, instead of adding under it.
Oh, this was an oversight from my part, I just double-checked the UT scripts and that's exactly how it should work. Thanks for noticing.
Kellion wrote:Invisibility doesn't work.
What do you mean by "doesn't work"?
Kellion wrote:The Pulse Rifle's alt fire takes its time to reach the target, instead of being instant/hitscan.
Intentional. Beam segments are spawned per tick.
Kellion wrote:One time I fired a redeemer against a Cyberdemon's back and it did only a 1000 Damage. And then fired another into the air and detonated it next to an 8000 HP spider mastermind and Insta-killed it. Not sure what's up with that. (Tested this in DiabolusEX)
Did the first missile explode without a shockwave? It might have been intercepted by the cybie's rockets.
Kellion wrote:Bio Rifle's sludge doesn't noticeably increase in size when continuously fired upon, and explodes faster instead.
Intentional. I don't know what kind of version of UT you've played.
Kellion wrote:I noticed some projectiles exploded in the air on contact with enemy projectiles.
Those projectiles have hitboxes, this is intentional. Might disable it for biosludge since it's easy to blow yourself up that way.
Kellion wrote:Bio rifle needs a slight nerf. It fires extremely quickly and can one shot most small fry, not to speak of its effectiveness against bigger monsters. Including Barons and Cyberdemons. (It's pretty much the best weapon against Cyberdemons as it minimizes risk and does 1000~ Damage per fully charged fire), the only other one which has some effectiveness against really big foes is the rocket launcher/shock rifle shock combo(which is very hard to pull off/best used against crowds)
I buffed it due to complaints about it being too weak, now I guess I have to nerf it back.
Kellion wrote:Flak cannon needs a buff. The secondary fire is fine, but the first one feels weak. Even against crowds.
More projectiles or more damage?
Kellion wrote:The pulse rifle's alt fire needs a slight tweak, I'd say to do more damage ticks per same unit of ammo over time. Cause now it feels like it fires quick invisible projectiles instead of one continuous beam.
Have you tried moving back and forth? It deals more damage that way and it's a known strat among all pro UT players. Also the damage timer is unrelated to ammo use.
Kellion wrote:The Ripper's first fire needs a slight increase in firing speed. (Props to not making so the disks hurt you, it was easily the most annoying bit about the weapon)
The disks not hurting you is an engine limitation and not a personal choice. Firing speed can be increased, but I'll have to be careful with dropped frames.
Kellion wrote:The Minigun's altfire should switch to a faster spin approximately 0.6 seconds or so after starting to fire.
I'll keep this in mind.
Kellion wrote:The Inpact Hammer's charged attack should be able to one hit/two hit kill a pinky OR cause some serious knockback. (I understand the damage values are likely an attempt to make the chainsaw relevant.)
Another thing to buff.
Kellion wrote:The Chainsaw feels a little lame and is difficult to use. I get the feeling that the swipe attack should be better against crowds of small fry enemies while the first one would be best used against heavier enemies like hell knights/mancubus etc.
The chainsaw wasn't really a great weapon in UT either. The swipe attack only hits in front of you, but I could make it hurt in an arc even if it goes against original behavior.
Kellion wrote:Flak Cannon needs a very small speed up to its left click firing attack. (Possibly to keep up against it's alt fire heavier damage) With the left click being used against crowds/ out of sight enemies, while the right click is against bigger foes which might be hard to deal with.
I could speed it up but I think it could make the pacing of fire/reload sounds feel weird.
Kellion wrote:The rocket launcher should have a notification to when you switch fire mode from a spread formation to a tight formation.
This sounds unnecessary, especially since the mode switch happens in the very instant rockets are fired, which is when the check for the alt fire button being held is done.
Kellion wrote:Cell pack's ammo replacements feel off (Being Sniper ammo and Minigun ammo). And these weapons don't feel like the ones that should replace the Plasma Gun.
Separating the weapons into logical progression tiers is a bit complicated. If you have any suggestions on reordering them, please tell me.
Kellion wrote:I suggest that a rare replacement to the Cell Pack should be a redeemer missile. Like 1/10 or 1/20. I do know that these don't quite exist in Unreal Tournament, but since the Redeemer replaces the BFG. It needs a different source of ammunition besides finding another BFG/redeemer. As these can be incredibly rare in most Wads. Not to speak that in Doom, the BFG uses the same ammo as the Plasma gun.
I guess I'll do it, though the missiles kinda look out of place as pickups.