The buffs shouldn't be showing up on the SSG (PB has it flagged as a melee weapon for some reason) but taking them shouldn't break anything. I can't reproduce the crash but it implies that either pawn (the player) or attacker (the thing damaging you) is null, and it's easy to add checks for that.
That's honestly kind of a cool bug, but I think I've fixed it now.mamaluigisbagel wrote: ↑Sat Mar 11, 2023 10:12 am Using BDLite, the Aggressive Defense ability on a weapon will destroy projectiles VISUALLY, but will still hurt the player if they reach them. It basically just turns the projectile invisible.
Honestly, it depends on what mod/levels you're playing. Some maps go really heavy on the revenants, and some mods (like Pandemonia) add a bunch more types of seeker enemies, and it'll be more useful those circumstances. Similarly, Hazard Suit is a situationally-useful upgrade that's really good if the mapper enjoyed using hurt floors and useless in levels without them.DarkkOne wrote: ↑Fri Mar 10, 2023 1:41 am Are seekers really common enough to warrant two upgrades relating to them? Since one's a weapon upgrade and one's a player upgrade, they'll never take up two of your choices at the same time, but like... most of the upgrades here are "generally useful." They aren't restricted to only affecting specific enemies, or other narrow situations.
These also aren't the only upgrades that are not damage-focused; Blast Shaping and Tough as Nails have existed for a while and are purely defensive, and Intuition is informational. Honestly, one thing I'd kind of like to do in the long term is prune globally-useful "do more damage/take less damage" upgrades and replace them with upgrades that are perhaps more powerful, but also more situational.
All that said, I do agree that it's not great gamefeel when an upgrade pops up that isn't actually useful because enemies with seekers (or hurt floors, or what have you) are super rare in the megawad you're playing.
A few ideas I've been kicking around for revisions, in no particular order:
- follow your idea and merge these upgrades with other defensive upgrades. I actually kinda like the idea of a "retaliatory" upgrade for each of the elemental trees, in which case ECM and Flares would fit in naturally as secondary effects for the Static Skin and Burning Skin upgrades. Of course, I'd still need to come up with actual effects for all of these, and possibly tweak Thorns so they don't make each other redundant.
- Make it possible for them to "hack" non-seeker projectiles as well, maybe at a reduced chance, turning them into friendly seekers with the same mechanism used by the Homing Shots upgrade; or, failing that, at least mess with their trajectory so they are less likely to hit you.
- Upgrade ECM to a general purpose "parry/redirect" defensive ability that can deflect hitscans as well as projectiles into nearby enemies.