Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.
DoomRL Arsenal - [1.1.5] [MP-B7.3]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Someonewhoplaysdoom
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Someonewhoplaysdoom wrote:Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.
nope, Demo is the most OP class in the game, his perk to ignore splash damage is soo unfair there is an option to turn it off.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Yeah no. It specifically says he will ALWAYS be immune to splash, even if you turn perks off.Machine-Reaper wrote:Someonewhoplaysdoom wrote:Agree. Personally I think the tecnician is the most powerful class on the mod. Even if he wouldn't have access to his bonus damage, is incredibly easy to get tier 2 or 3 assemblies quickly, and don't rely on some specific weapon strategies.Joey Diamond wrote: BTW can't believe I was sleeping on the Technician this whole time. His passive is so powerful, especially tier-3 weapon with the 50% damage gain.
nope, Demo is the most OP class in the game, his perk to ignore splash damage is soo unfair there is an option to turn it off.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Yeah, there are many missing monsters still, when they're all added it will no longer be in Beta. The next update will at the very least have the Cyber-Caco, if not more.Joey Diamond wrote:Is there any plan to add more monster to the pack? seeing that there's still alot of blank entries in the PDA.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Demo is an absolute beast in the late game once he has a steady supply of rockets or a BFG tier weapon. He does kinda suffer until then though.Joey Diamond wrote:Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
HP Nuclear BFG, that's the ultimate weapon for him.retronutcase wrote:Demo is an absolute beast in the late game once he has a steady supply of rockets or a BFG tier weapon. He does kinda suffer until then though.Joey Diamond wrote:Well my main character is the Renegade because I'm a brainless shotgun lover but I agreed about Demoman. Demoman a tier of his own and allowed to play Doom the way it wasn't meant to be played. Like creating a permanent killzone by shooting a Mother-in-Law at his own face and spam Zeus Cannon without having to worry about ammo.
- fakemai
- Posts: 365
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Plasma Shotgun is his early game bread-and-butter, easily upgraded to the Heavy or MKII version. Plasma Rifle MKII is also good. Slightly harder is Laser Shotgun but my go-to basic weapon if I can get it. Despite the fact he's probably the strongest of the classes it doesn't mean the rest aren't fun and highly playable, it's just a matter of learning what each of them are highly proficient with, and to think outside the box a bit.
Spoiler:
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
fakemai wrote:Spoiler:
Spoiler:
- Viscra Maelstrom
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- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Viscra Maelstrom wrote:Spoiler:
Spoiler:
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Humbly requesting an Abominant nerf. Those things are bullet sponges, and when they spawn in place of a Cyberdemon at the end of a corridor where a Cyberdemon's projectiles would be easily avoidable by simple strafing, having incredibly punishing attacks that you can't possibly avoid without breaking line of sight means that this jerk is a run-killer (especially since it can fly, too).
I get that it's supposed to be an Armageddon replacement, but I hate having to turn on God mode on certain maps just because I got an unlucky spawn and don't feel like trashing the whole run.
I think having the projectiles not home in so aggressively and giving its alternate attacks some sort of counter that doesn't involve just breaking line of sight would be good. Maybe make its big ball of homing energy something you can disperse with enough damage, and give it a pain chance while it's trying to send you 400 feet into the air in an open courtyard.
I get that it's supposed to be an Armageddon replacement, but I hate having to turn on God mode on certain maps just because I got an unlucky spawn and don't feel like trashing the whole run.
I think having the projectiles not home in so aggressively and giving its alternate attacks some sort of counter that doesn't involve just breaking line of sight would be good. Maybe make its big ball of homing energy something you can disperse with enough damage, and give it a pain chance while it's trying to send you 400 feet into the air in an open courtyard.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
I think what Abominant requires was higher pain chance, especially during it's undodgable attack like the gaze or that homing lighthole thing.
But DRLA also gave you so many choices and let you play outside of the box, why don't you try using personal teleporter out instead of having to duel with him in a cage with nowhere to hide?
But DRLA also gave you so many choices and let you play outside of the box, why don't you try using personal teleporter out instead of having to duel with him in a cage with nowhere to hide?
- Doomguy914
- Posts: 315
- Joined: Tue May 26, 2015 8:06 pm
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Has there been any consideration at any point to make Marty appearances optional? The way I play the mod, having him appear slows the action to a crawl and he essentially becomes a time wasting bullet-sponge. He's similar to an end runner that the nuclear barrels were. Also, I have to pick up the rare items in order to contend with the monsters set to fast while on adaptive difficulty. I've gone as far as gutting his health/speed/etc. using Slade, but now I realize it'd just be more enjoyable if he didn't show up at all. He doesn't fit the theme of a horror/action shooter based around fighting hellspawn.
If that's not in the cards than anyone that would like to help out a fellow Doom player, please feel free to PM me what code I would have to edit/remove in order to remove his spawns, but still keep adaptive difficulty monsters scaling.
If that's not in the cards than anyone that would like to help out a fellow Doom player, please feel free to PM me what code I would have to edit/remove in order to remove his spawns, but still keep adaptive difficulty monsters scaling.
- Doomguy914
- Posts: 315
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
They might not be able to go back to the hallway where the Abominant spawned. Unless they have enough time to activate the red phase device and then bug out. I've screwed myself out of a saveless run by essentially breaking map progression without having the means to recall back into the room I GTFO'd out of.Joey Diamond wrote:I think what Abominant requires was higher pain chance, especially during it's undodgable attack like the gaze or that homing lighthole thing.
But DRLA also gave you so many choices and let you play outside of the box, why don't you try using personal teleporter out instead of having to duel with him in a cage with nowhere to hide?
Spoiler: