DoomRL Arsenal - [1.1.5] [MP-B7.3]

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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Spoiler:
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

FollowTheDamnTrain wrote: snip
-Demonic weapons are useless against bosses

-Abominant is a punishing demon, only the Angleic Armour can block his Arch-vile spell boom like attack, its immune to other stuff mostly since its the most powerful boss in the game,

-Corruption includes many random things demons can do, Overmind's mind rape, Devile's debuffs and many other things I have come across but don't remember, basically corruption means unique attacks

-Necroarmour is derp, Judge of the ded is derp, other weapons are class specific efficient.

-Reality Distortion Array can make unique things out of anything, Transform a Zombie into an Triad Cannon for example, but its COMPLETELY random and you might end up with a Cyberdemon.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Found a problem, potentially useful, but mostly very nasty. If you discard a weapon while under FIREBLU sphere effect, it loses all mods. Of course it would be found with a fully upgraded Unmaker...

@Machine-Reaper: No it doesn't accept modpacks, I mean demonic artifacts. They are treated more or less like weapon mods to the game though.
Last edited by fakemai on Thu Apr 30, 2020 3:58 pm, edited 1 time in total.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

fakemai wrote:Found a problem, potentially useful, but mostly very nasty. If you discard a weapon while under FIREBLU sphere effect, it loses all mods. Of course it would be found with a fully upgraded Unmaker...
you can't mod an unmaker....or can you?

I am confused
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

Thanks for the tips fakemai and Machine-Reaper.
fakemai wrote:
Spoiler:
1. I see that.. interesting.
As for the the Cacobysses, I think the Super Machinegun and the Demolition Ammo weapons work wonders against it.

2. The term "average" imo applies to a couple of the Unique+ weapons; especially the unique pistols. They need a buff, except for the Longhorn Revolver and the Mysterious Magnum.

3. Radiant is the damage type that is dealt by Watchers and the Abominant, it's the hidden name for it. I believe except the Nano Ablative Armor and Tower Shield, there is not a single counter for it.

4. Interesting, I've never encountered an De-Vile or Overmind while wearing the Angelic Attire. I do love what it does against the Hungry, though, it is suuuuper satisfying to watch these motherfuckers drop to the ground instantly.
I strongly disagree about the AOE damage cooldown suggestion, though. It's not like you'd encounter fire everywhere, and if you do, it has a limited time. The AOE damage is limited and not very strong either. Plus, the armor is SUPER rare, it's in the absolute highest rarity class and the whole set costs 200.000 bucks in the Zetashop. If you nerf the rare items there will be no excitement in finding them at all, I think if anything, some need a buff.

I also like the Zetashop mod btw, even though it makes the game way easier.

Yeah the Triad Gun is really strong.

I swear, try the Lightweaver with Firestorm + secondary fire. Without Firestorm, it's a solid single target weapon but my god, with firestorm it becomes an even better single target weapon AND a crowd control weapon which kills ANY enemy instantly (well, except that damn Cacobyss).
Spoiler:
Have you also tried the Voltgun? Up close, that thing is also godlike and probably the second strongest weapon right now, after the Lightweaver.
Machine-Reaper wrote:
Spoiler:
I figured demonic guns are useless against bosses, given how rare they are I think it's a bit of a shame.

The Nano Ablative Armor is the only other armor that protects against the Abominant afaik.

Looks like I need to play around with the Distortion Array more. Interesting, I have never seen it transform enemies into other enemies. Once again given that it's in the absolute highest rarity class, I think it needs a buff. Either lower ammo consumption or buff the fire rate, or make it somewhat effective against bosses.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

FollowTheDamnTrain wrote: Looks like I need to play around with the Distortion Array more. Interesting, I have never seen it transform enemies into other enemies. Once again given that it's in the absolute highest rarity class, I think it needs a buff. Either lower ammo consumption or buff the fire rate, or make it somewhat effective against bosses.
its not a weapon, more like a tool used to convert useless or dangerous things into...anything that is better then what it was before, or probably worse depending on RNG

using mods you can get fixed results but if you wish to get unique things, just put a nano mod on it and try your luck.

Demo uses less ammo with it and considering you can farm unique stuff with this weapon, it is very balanced right now.

(in fact its exactly like a Slot machine)
Prunecolormusclecar
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Prunecolormusclecar »

I never knew Radiant damage had a name. I always called them psychic attacks. I figure that by not falling in the 4 main damage categories, best way to deal with it was high protection armor, not resistance.

Do Demonic weapons really do reduced damage on bosses the way explosives do? I haven't tested it much, but I felt like Hell's Reign was just as strong against Cyberdemons as it was against anything else.

Re: Angelic Set's protection against corruption, I took that to mean it nullified attacks that turn you into a corrupted player on death. Such as Nightmare Revenant's gib animation, Nightmare Mastermind's teleport, etc. And I also noticed it completely nullified the Abominant's giant fuck you gravity orb, unless that was just because I was the Demolitionist.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

Prunecolormusclecar wrote:Abominant's giant fuck you gravity orb, unless that was just because I was the Demolitionist.
the profane gravity orb hurts everything except for Demoman
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

FollowTheDamnTrain wrote:I figured demonic guns are useless against bosses, given how rare they are I think it's a bit of a shame.
In my experience they're not that rare at least not with LegenDoom, and the weakest one is still really strong. Two of them would just be really stupid broken without some counter like that.
Machine-Reaper wrote:I never knew Radiant damage had a name. I always called them psychic attacks. I figure that by not falling in the 4 main damage categories, best way to deal with it was high protection armor, not resistance.
The only relevant attacks with it demand blast resistance above all else.
Machine-Reaper wrote:the profane gravity orb hurts everything except for Demoman
Swore I had a YASD to that recently, it must've been another class I was playing because yes he's immune, even to legendary Abominant. Also to exploding legendary Nightmare Souls/Revenants, definitely had a YASD to the former once as someone else. There's a reason I love Demolitionist.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Machine-Reaper »

fakemai wrote: Swore I had a YASD to that recently, it must've been another class I was playing because yes he's immune, even to legendary Abominant. Also to exploding legendary Nightmare Souls/Revenants, definitely had a YASD to the former once as someone else. There's a reason I love Demolitionist.
my chaingun fetish is only challenged by the demo, he is awesome!
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

Well, thanks to you guys I just tested something; I think I might have found my ultimate Abominant counter setup: Demoman + Nano Ablative Armor.

With that setup, you're gonna have to mess up really badly to die to him - you can basically engage him in a fist fight and get away with it. Demoman's immunity to the gravity orb and blast damage do half the work, and the Nano Ablative is a perfect complement to that, absorbing both the missile and the explosive spell damage exceptionally well. The spell does 20 damage to the armor, the missiles only do a puny 10 damage which it'll quickly replenish, and your health is untouched as long as your armor doesn't break.

This setup works fairly well against most other enemies (slightly less against Cybies though, a few rockets to your face can break the armor quite fast), but since the Abominant is the ultimate boss, I think it's kinda neat that there's actually a setup that makes him look like a minor nuisance, even if you don't have high tier weapons on you.

Also kinda useful is the Tac Armor on all classes, since it negates his homing attacks + blast damage. This setup still does not come close to Demo + Nano Ablative.
fakemai wrote:In my experience they're not that rare at least not with LegenDoom, and the weakest one is still really strong. Two of them would just be really stupid broken without some counter like that.
LegenDoom Lite or the normal version?

Them being less rare on LD kinda makes sense since you get way more opportunities to grab rare items from dead legendary enemies. Yet, speaking for myself I can't really say I see them often at all.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

You have to mess up pretty badly with Nano Ablative, period. My personal favourite is Nuclear Powerarmor no matter the class and usually go for that with Zetashop. I am trying Cybernetic now I know how it works though but didn't realize it only allowed a single colour change (Agility happened to be what I want though) and unfortunately the game threw another Angelic at me, it's only like the third time within the last few playthroughs. Unfortunately confirmed no effect against De-viles.

Also I mean Lite but I'm not using the ridiculous legendary rate and all-boss setting at least for now. It's a little unbalancing to Zetashop's economy.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

fakemai wrote:You have to mess up pretty badly with Nano Ablative, period.
Except for when...
...you get surprised by a bunch of Hungry.
...you get surprised by shocktroopers up close.
...you get overpowered by high-tier enemies up close, like the Armageddon Baron.

In those situations, the Angelic Armor is actually more viable.

The Armageddon pinky demon also does fair damage to the Nano Ablative, and if he's legendary, ya better find cover.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

I've been playing around with a lot of the Superior weapons as of late, and I have gathered all of my thoughts on each of them. I've been playing a lot of Marine recently, letting me more freely use the automatics.

-PP7: It's actually pretty good. I like to compare it to the Handcannon, which has similar damage output and the same mag size, but the PP7 has better accuracy and speed. The high power version runs dry too often for my taste though, but it does do a perfect 100 damage with the Scout.

-Hunting Revolver: Such power... at the cost of everything else. In the hands of the Scout, it murders everything, and this only gets better with the high power version. But it turns to shit when you're facing off against crowds of trash; save it for the higher tier demons. I still need to try it with the WW-41 armor though, just to see how broken it becomes.

-Hunting Shotgun: It's probably the best non-Unique or non-Master shotgun in the game. You can hit just about anything with it and it does crushing damage too. I haven't tried the heavy version yet, but I fear its power...

-Vanguard Rifle: A huge magazine and solid stopping power make this gun seem very useful until you take it out past 50 feet. The accuracy on this is terrible, and I suggest slapping on an S-mod as soon as possible if you like the idea of hitting things you aim at. High power isn't worth it; what good is the damage if you can't hit anything?

-Marksman Rifle- A disappointment. Its high accuracy and scope make it seem handy for sniping, but it just doesn't do enough damage for its intended use. You really have to dump magazines into enemies to get anything done, and it just doesn't feel right. The high power is still too weak for me either.

-Thompson: At first you'll be pulled in with its extreme rate of fire, but then you'll be drawn away by its pitiful magazine and poor accuracy. It's like a shitty version of the RC-P90, and the extra point of damage doesn't make much of a difference. Even with the Marine, this thing eats through your bullets at a stupid rate. I wouldn't bother with the high power version.

-RC-P90: The perfect bullet hose. Rifle-like accuracy, very high rate of fire, and a huge magazine make it perfect for any situation. But the RC-P120 though... It's a gift from God. As the Marine, I can go through entire wads using nothing but it and hardly run into a problem. I can only hope that some the Unique machine guns that I haven't found yet can compare.
Prunecolormusclecar
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Prunecolormusclecar »

I've grown to like the Vanguard rifle a lot, even if it isn't the absolute best. I've found I like a bit of spread for safe handling of mobs. The chaingun really has the sweetspot of spreads to do this, but Vanguard's damage and magazine usually makes up for it.
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