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

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

Post by wildweasel »

The Marksman Rifle fires just fast enough that it is affected by Ammo Chain, so it's not a bad pick for a Marine that needs to hit things from a ways away.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

LaputanMachine wrote: -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.
With Scout + the WW-41 armor, the Hunting Revolver does about 400 damage, the high power version does about 500. Viable combo against high-tier enemies.
LaputanMachine wrote:-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...
Actually, the Heavy Super Shotgun does more damage than the Hunting Shotgun, at least up close. The Focused Double Shotgun is also okay damage wise and you can hit targets from further away. But I do like the Heavy Hunting Shotgun, it surely is a beast.

Another good choice is the Laser Shotgun (not the Plasma Shotgun!), it's really ammo efficient, does fair damage and is a little more viable for crowd control due to it's mag size.
At least when it comes to non-Master/non-Unique shotguns.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

FollowTheDamnTrain wrote:With Scout + the WW-41 armor, the Hunting Revolver does about 400 damage, the high power version does about 500. Viable combo against high-tier enemies.
Use DamNums or read code. Scout with armor it's 360 with no upgrades, 408 with two Power, 450 with High Power "upgrade". You would be better off upgrading the regular one with your choice of mod pairing.
FollowTheDamnTrain wrote:Another good choice is the Laser Shotgun
It's a very economical assembly choice for sure, and my go-to for Demolitionist now if I can get it, otherwise Plasma Shotgun with PFFS.

Regarding the other comparisons this is why I want to delve into the hard number side of things a bit but I'm still considering how best to do it.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

fakemai wrote: Use DamNums or read code. Scout with armor it's 360 with no upgrades, 408 with two Power, 450 with High Power "upgrade". You would be better off upgrading the regular one with your choice of mod pairing.
Yeah I usually just use "linetarget" to get a rough idea for damage numbers, I guess that's a pleb method. Thanks for the tip.

Edit: Just tried DamNums - actually, it depends on the weapon, for rapid fire or (especially) damage per tic weapons like the Voltgun I'd still use linetarget to see how much damage I've caused with one mag or one burst. A combo of the two gives you a very good idea, though. For single shot weapons, DamNums is pretty fantastic, so once again thanks for the tip!
Spoiler:
fakemai wrote: otherwise Plasma Shotgun with PFFS.
Interesting choice, but since you already slap 3 exotics on that bad boy, why don't you rather just go for PTSS and assemble the Voltgun? It's the second best gun in the entire game.
Especially with either Demo (even more ammo efficiency) or Technician (+50% on top of the already insane damage).
AvzinElkein
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by AvzinElkein »

I tried the monster replacement pack, but I got some goofs:

Code: Select all

Warning: incorrect actor name in definition of skill baby: 
class Zombieman is replaced by non-existent class RLFormerHumanSpawnerEasy
Skill replacement will be ignored for this actor.
and

Code: Select all

Warning: incorrect actor name in definition of skill baby: 
class ShotgunGuy is replaced by non-existent class RLFormerSergeantSpawnerEasy
Skill replacement will be ignored for this actor.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

In my current run, I've decided to play around with Technician, with a focus on getting as many Master assemblies as possible. I wasn't able to do this before, but now that I'm using Zetashop I can actually get exotic mods without having to tear my hair out. Anyway, I've finally realized his true potential this way.
My current Master assemblies are the Plasma Cannon and the Megaton Shotgun. The Plasma Cannon murders non-bosses with ease, especially if you stack the after-effect damage with multiple shots. The Megaton Shotgun is a wonderful gun that can easily switch between an absurdly powerful single shotgun and an absurdly powerful triple shotgun, but I can't seem to control how much ammo I use with it. I also have built an Anti-Materiel Rifle, but I haven't tried it yet; I'm very excited to!
This isn't a Master, but the Sniper Rifle is incredibly powerful, and now I've found a way to make it even better. I didn't know about its S-mod effect until this run, and combining it with a P-mod makes it really good for both single targets and small crowds. I can almost main it, but not quite.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Figured out the HUD problem, at least the cause. It's when you use DRLA with Wadsmoosh and then only if you use any episode besides Doom 2. In that situation the scrolling text window and modpack status doesn't work. Can't say why but it doesn't happen with the standalone IWADs so I'll just do that in case it's breaking other things. Not the only issue I've had with Wadsmoosh, the other one is just because a Megawad actually used the dummy index 0 texture AASHITTY on some window openings so you can't see through them.

EDIT: Whoops forgot the rest!

@LaputanMachine:
Which is Plasma Cannon? Anti-Material Rifle is great but the Gauss Rifle is even better, it'd be a go-to more if I didn't love dedicated backpack for plasma. Also if you want some really ridiculous time as Technician try with DRLM. You'll get scavengeable weapons pretty often. LegenDoom Lite is even more ridiculous if you up the rates.

@FollowTheDamnTrain:
I don't like using Voltgun too much because it gets boring and also lags for me. Plasma Shotgun is a decent all-around weapon even without modpacks and it's also something I can find fairly reliably unlike Laser Rifle. If you aren't using Zetashop you have to make-do with what you find too.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

fakemai wrote: Which is Plasma Cannon? Anti-Material Rifle is great but the Gauss Rifle is even better, it'd be a go-to more if I didn't love dedicated backpack for plasma. Also if you want some really ridiculous time as Technician try with DRLM. You'll get scavengeable weapons pretty often. LegenDoom Lite is even more ridiculous if you up the rates.
The Plasma Cannon is the PATS assembly for the Plasma Rifle. It fires a large blast of plasma for 10 cells and leaves behind a number of sparks that act as constant splash damage. Think of it as an alternative to the Plascharge Launcher that consumes cells instead of rockets.
I've also been using LegenDoom Lite, which is great for getting fodder for both money and mods. I find exotic pistols to be the most cost-effective to scrap since a mod's sell value is more than the pistol it came from, with the exception of the Blaster and the Nuclear Plasma Pistol.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by NickDoom »

It's me, Mario! And I think standing on an enemy's head with my Shockwave Boots must cause big and constant damage to him!
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

NickDoom wrote:It's me, Mario! And I think standing on an enemy's head with my Shockwave Boots must cause big and constant damage to him!
That's actually a pretty damn good idea there.

What exactly does the "Berserker Armor" do? When I try to equip it, there's a message saying "I'm lazy to do something cool yet...".
I guess we're not supposed to access it yet, since it also uses the same sprite as the Gothic Armor (in the description, it uses the Berserk Powersuit sprite)?

I've been testing a bunch of weapons using Zetashop, it's really nice to get an overview of all the guns there and just toy around with them. Found some stuff that is pretty fun to use.
A FFBB modded laser rifle + Marine/Ammochain is fucking godlike.. That thing is insane, it even seems to do more damage than the Laser Minigun.

The stealth rifle with FF is also pretty damn solid, since it doesn't startle enemies. I think it'd be really cool to have more stealth weapons in the game, and maybe even a class centered around stealth.

The Overcharged Blaster is actually quite good with Scout, especially with either Firestorm or Power. Not much of a crowd control weapon but good for camping on vantage points and sniping enemies, even in certain boss fight situations I found it to be useful.

I think the Nuclear Plasma Revolver is also a really cool weapon with Scout, but the reloading sound of it is complete ear rape and reloading takes a bit too long.

The Autocannon was over-nerfed imo.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

FollowTheDamnTrain wrote:
What exactly does the "Berserker Armor" do? When I try to equip it, there's a message saying "I'm lazy to do something cool yet...".
I guess we're not supposed to access it yet, since it also uses the same sprite as the Gothic Armor (in the description, it uses the Berserk Powersuit sprite)?

I've been testing a bunch of weapons using Zetashop, it's really nice to get an overview of all the guns there and just toy around with them. Found some stuff that is pretty fun to use.
A FFBB modded laser rifle + Marine/Ammochain is fucking godlike.. That thing is insane, it even seems to do more damage than the Laser Minigun.

The stealth rifle with FF is also pretty damn solid, since it doesn't startle enemies. I think it'd be really cool to have more stealth weapons in the game, and maybe even a class centered around stealth.

The Overcharged Blaster is actually quite good with Scout, especially with either Firestorm or Power. Not much of a crowd control weapon but good for camping on vantage points and sniping enemies, even in certain boss fight situations I found it to be useful.

I think the Nuclear Plasma Revolver is also a really cool weapon with Scout, but the reloading sound of it is complete ear rape and reloading takes a bit too long.

The Autocannon was over-nerfed imo.
- The Berserker Armor is, as best I can tell, one of the hints to a future update that overhauls melee. I think it's supposed to go with the Dragonslayer, which makes sense if you know your references.
- I love the Laser Rifle, and it's my go-to for higher tier enemies in early Marine runs. I should try your mod combo and see how it works out for me.
- I think there are more stealth weapons on the way, such as a silenced PP7. I don't remember where I heard this though, but it was a long time ago...
- I'm more of a fan of the Heavy Pulse Blaster myself; it's a lot more flexible with its altfire in mind. It's not the best for rushes of enemies though when you have to worry about overheating it.
- I couldn't find much use with the Nuclear Plasma Revolver as Scout. This is because, for me at least, it still has damage randomization, and a huge range at that. It keeps coming up short when I need it, and keeps overkilling what it doesn't need to overkill.
- Was it? All I know is that the explosion graphic looks too big for what it does.
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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: The Autocannon was over-nerfed imo.
I wish the Auto Cannon acted like a proper auto cannon, a rapid explosive shell firing cannon,

right now its acts exactly like a explosive shotgun compared to Firestorm modded Jackhammer or Steel Beast

it should have some rapid firing ability since its made out of a Minigun or maybe some sort of buff that makes it preferable over other similar weapons.
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

I don't acutally know if two Firestorm is worth it because the firing speed is already high and further augmented by power-ups if Marine. Bulk mods are better off switched for Power though because 160 shots is already high. Similarly I would not bother bulk-modding Plasma Shotguns with Demolitionist because it is effectively 30 shots. That's amazing. Also I think going Heavy Plasma Shotgun is a better idea than using the standard with PFFS but the reason you want Firestorm is to keep stunlocking them as they're good for. More shots at a time = more checks against recovery.

Autocannon does feel pretty lackluster as-is.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

LaputanMachine wrote:I'm more of a fan of the Heavy Pulse Blaster myself; it's a lot more flexible with its altfire in mind. It's not the best for rushes of enemies though when you have to worry about overheating it.
Yeah I hate having to pay attention to overheating, which is why I'm more fond of the Overcharged Blaster. It delivers a constant 192 damage with Scout (or 224 with a power mod) and never overheats. It's basically a discount railgun with infinite ammo but minus the crazy fire rate and the piercing through multiple enemies. Considering how easy it is to assemble, I'd say it's one of the most solid non-master or non-exotic weapons.
Spoiler:
fakemai wrote:I don't acutally know if two Firestorm is worth it because the firing speed is already high and further augmented by power-ups if Marine. Bulk mods are better off switched for Power though because 160 shots is already high. Similarly I would not bother bulk-modding Plasma Shotguns with Demolitionist because it is effectively 30 shots. That's amazing. Also I think going Heavy Plasma Shotgun is a better idea than using the standard with PFFS but the reason you want Firestorm is to keep stunlocking them as they're good for. More shots at a time = more checks against recovery.
I guess it's a matter of perspective.
Two firestorm mods make the laser rifle just cut through enemies ridiculously fast. Ofc this also makes the magazine deplete quickly, even with Marine, which is why I thought of 2 bulk mods to compensate for that. But I guess you could go for other alternatives.
Another solid combo is just a very simple PPPP to deliver maximum damage, that way you can get the Abominant down to half health with just one laser rifle mag if you're Marine.

But yeah the laser rifle is already pretty good on it's own, even it's nanomachic variant is amazing, especially with Technician since there's basically no damage loss with him.
Spoiler:
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

I'm just going to tear this apart from the source because I want to. Might have some minor issues because I don't know how it transitions between states like to reloading from A_ReFire and such but it's good enough to get an idea.
Spoiler:
EDIT: The summary: Firestorm is king for DPS. I'm not actually sure now whether Power or Bulk is a better tradeoff for DPS at this point but it's also dependent on situation where lower DPS for sustained fire might be better. Any other modpack is wasted unless you're making an assembly.
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