RikohZX wrote:I can completely understand not wanting a weapon limit system, but to be honest, it is way oversaturated. Three different pistol types with two different dual wields,
four separate and situational shotguns on the same button, two chaingun variants and two ripper variants as well as a separate laser chaingun on another button, and a pulsethrower that just acts as a similar function to the laser chaingun for all intents and purposes instead of some unique weapon all of its own means that once you've got a lot of weapons, you have to scroll through them individually unless you have a Weapon Menu mod of some sort. Half-Life at least had the selection menu to bypass that problem. I don't want weapon limits myself, but fitting every Duke Nukem weapon reference possible and then a bunch of original weapons is just a bit much of a clusterfuck to manage when you're already fighting enemies that are tougher and deadlier than the Doom roster by default. Dropping weapons also isn't much of a solution as stated, as now the drop spot is an avoid zone and more enemies might drop the same gun anyway.
https://i.imgur.com/4UKGidj.png
I may like the mod, but adding more weapons onto this would just be pointlessly excessive when you could make more out of less by simply downsizing the arsenal and using alt-fires to do some of the same ideas, or spawners and config options to let players limit/expand things at their leisure (the same idea could be applied to a few of the overpowered-as-hell enemy variants that randomly spawn in). This isn't about "mature gamers", it's about fundamental shooter design - design that even DN3D solidly adhered to by one weapon per key besides the Shrinker / Microwave Expander, and Doom only broke for the Chainsaw / Fist and Super Shotgun / Shotgun. Half-Life 2 was originally intended to have upwards to twice the weapons the final version had, and they all got cut for cluttering up the inventory for no good reason with gimmicks and stat-tweaked equivalents that got replaced, and Half-Life didn't give me a shotgun, a faster-shooting shotgun with a reload, a double-barreled shotgun, and an explosive shotgun; it gave me a shotgun with a double-barrel alt-fire. And it killed shit just fine.
Ultimately it is Ramon's mod, and Ramon can say it's their way or the highway. But there's a point where it stops playing like DN3D on the Doom engine and more like one of those weird knockoff mods that throw everything and the kitchen sink plus the drain pipes at a wall as you watch everything fall apart at the seams because nothing works or meshes together for a cohesive project anymore. The weapons already clash enough as is, what with all the original DN3D weapons having their original low-quality sounds next to the excess of new guns using UT, DNF and other various game sounds that don't match alongside weird graphically clashing bits like the Doom 3 chaingun or the odd-looking Deagle.
For someone who constantly play mods like Aeons of Death, Guncaster and the likes, I get used to switch between weapons really easy. I really love when my arsenal isn't just consist of "necessary weapons", but weapons of all types and choices that I can pick and play with them, not because the gun is just most useful in this situation, or even worse - the necessary weapon to take down certain enemies because they are immune to other guns (I really hate games that do that with passion), but because I WANT to use them and I feel like to use them now in this situation and enjoy the effect afterwards.
But I can as well understand the dislike of having lots of guns that are basically are same, like boring lame fire arms, lots of rifles and chaingun reskins, flood of shotguns and so on, as I myself hate when some user toss a crapton of boring shotguns in the same mod that hardly even differs from one-another, especially in mods like Grezzo Due and any "realistic" combat kind of mod. But I still want at least a flamethrower like attack for incenerator like Duke out of Doom mod at least for altfire, and some more fun weapons being added, like nuke weapon. I always felt that Duke Nukem really lacking a Nuke in it.
Besides, I believe you can actually dissable the animation of cycling through weapons in new gzdoom and make the guns instantly pop up in your hand instead. Not something I would like myself, but I think there is that.
Also the claim that HL2 got cut it's weapons for being "cluttering up the inventory for no good reason with gimmicks and stat-tweaked equivalents that got replaced" is a blatant filthy lie. The one and only reason why most of these guns got cut is because the HL2 files were leaked, and so the valve did butthurt for no good reason and tried to redone the whole thing from scratch, making a more lame and more boring weapons than the what they had before, because it wouldn't give same suprise\shock value or some other non-sense irrelevant garbage. And I'm being honest here, HL2 guns, aside from gravity gun, is one of the most lamest I've ever had bad luck to experience in history of games. Although you wouldn't say the same for original HL2, as it had both laser rifle, tau gun, some spider-like nade and even something that resembles BFG, each gun was unique and fun to use. Not to mention the lore supposed to be completely different, and you would even had luck to be in Black Mesa once more. Not to mention the famous cut NPC that originally supposed to appear, like Cremator and you probably could even steal his flamethrower, which is something I would absolutely love to use in HL2.
Valherran wrote:MaxRideWizardLord wrote:Having less weapons is counter-productive by nature, more mature gamers get used to have lots of guns attached to single button since hl series, they just don't use what they don't want. The primary reason why DNF was hated is 3 weapon carry limit, I don't really wish for this mod to make the same mistakes. Having such feature being enforced will agitate the rest of players.
Comparing this to DNF is very poor. I agree that game's weapon system was crap (along with many other things), but there's a difference between having 3 and the classic 11. This MOD has 27 weapons, some of which either under perform or have little difference from another, and are stacked too much in some weapon slots. Unlike Half-Life, this MOD doesn't use it's weapon hud selection system, you have to cycle through weapons one at a time. Cycling takes time due to playing weapon pull animations. 2-3 seconds to cycle through 4-6 weapons in the same slot is way too long of an opening for something bad to happen to you in the middle of combat.
Considering that DNF actually had pretty big variety of guns, and the fact that DNF was pretty much dumbed down for console + younger audience, it's quite a solid comparison. For me it's the only one problem the game had, other than that it was quite solid and fun shooter, although a bit linear (but neither a key hunt).
And like I said above to another person, I believe you can force weapons to instantly pop up in your hand when switching between weapons if you so wish, although I can't remember the command name. Again, if it's something entirely user-personal configuration that one could enable, instead of it being enforced on everyone else who is against it, then I can agree with it.