Bullet-Eye - v0.12.6b - 7/10/24 - Non-Hefty Update

Projects that alter game functions but do not include new maps belong here.
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.

Which Weapon Family Do You Find Yourself Using Often?

Power
6
32%
Area
1
5%
Rapid
6
32%
Tech
4
21%
Support
0
No votes
Melee
2
11%
 
Total votes: 19

Some_Kinda_Lucky
Posts: 16
Joined: Tue Nov 22, 2022 6:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10

Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Some_Kinda_Lucky »

After going through a few playthrough I think I finally have some feedback to give
- As happy as I still am that Essence Stealer was nerfed I think it does need a small buff, I know you mentioned something about making it to where the kill requirement would change depending on max health which sounds like it could work, I just worry that at lower max health Essence Stealer would be too strong for early game. I think either lowering the kill requirement to 3 or upping the amount of health you get to 2 could also work.
- Now that you have the Energy Screen shard system in place I think having an equipment bonus that is basically Essence Stealer but for screen shards could be very useful but not too overpowered.
- I'm certain this is a bug but it seems like melee weapons no longer deal guaranteed hurtstun, I've basically stopped using them altogether for the time being because they're just way too risky.
- I think the Bullet-Eye energy regeneration rate should be lowered a bit, it's too easy and readily available to just whip out at the first sign of trouble, and it's too powerful of an attack to be available that frequently I feel.
After playing around with it I think the Force Wave might need a slight damage buff, it also tends to fling enemies towards you rather than away which makes it kinda risky to use.

That's all I really got right now, besides these little bullet points I'm still loving the new update, can't wait to see what's next!
User avatar
Mor'Ladim
Posts: 303
Joined: Tue Sep 27, 2005 7:38 am
Location: An artifact in an image you foolishly saved as a JPEG.

Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Sat Jul 06, 2024 3:03 pm After going through a few playthrough I think I finally have some feedback to give
...
That's all I really got right now, besides these little bullet points I'm still loving the new update, can't wait to see what's next!
The feedback is greatly appreciated, as always!
- As happy as I still am that Essence Stealer was nerfed I think it does need a small buff, I know you mentioned something about making it to where the kill requirement would change depending on max health which sounds like it could work, I just worry that at lower max health Essence Stealer would be too strong for early game. I think either lowering the kill requirement to 3 or upping the amount of health you get to 2 could also work.
At the moment, I can try changing the requirement to 3 kills. I was thinking of reverting the healing value to 2 as it was a while back, but since the bonus can stack, and now that you can have multiple instances of one bonus on a single piece of gear...It might be a little overkill. But I would need to test things out of course, as I plan to do some things for enemies to make them more challenging as maps progress, but as a toggle of course.
- Now that you have the Energy Screen shard system in place I think having an equipment bonus that is basically Essence Stealer but for screen shards could be very useful but not too overpowered.
That can be done! I've already implemented it on my end but didn't get to test it yet, since I was busy working on a weapon all day.
- I'm certain this is a bug but it seems like melee weapons no longer deal guaranteed hurtstun, I've basically stopped using them altogether for the time being because they're just way too risky.
This one I am not sure on, as it seemed to work fine on my end and each melee weapon has FORCEPAIN on it which overrides the threshold. There does appear to be an issue with said "PainThreshold" actor property however, as a single attack must deal the required amount of damage to cause an enemy to flinch. This means that although a weapon like a shotgun can have all its pellets hit at the same time and deal the required damage, each individual pellet only causes about 8 damage each, so it does not technically reach the threshold. I've already done a workaround for the Scrap Launcher, causing it to make enemies flinch on occasion regardless of damage done. I will keep a close eye on this during testing and see if I can reproduce the issue.
- I think the Bullet-Eye energy regeneration rate should be lowered a bit, it's too easy and readily available to just whip out at the first sign of trouble, and it's too powerful of an attack to be available that frequently I feel.
After playing around with it I think the Force Wave might need a slight damage buff, it also tends to fling enemies towards you rather than away which makes it kinda risky to use.
This was due to the regeneration granting about 4 energy every 5 seconds, rather than the intended 2 energy every 5 seconds. I've fixed it and also increased the time to every 8 seconds instead, but again, I will need to test it to see how things feel.
Some_Kinda_Lucky
Posts: 16
Joined: Tue Nov 22, 2022 6:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10

Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Some_Kinda_Lucky »

So I did some testing with the Melee weapons and it's only Quick Strike and Grind Halberd are being problematic for me, with the Quick Strike it'll deal guaranteed painstun on low tier enemies but not mid- high tier ones, unless it's the three hit charge attack, and even then that's finicky too, like Aberwraithers don't suffer any painstun from the Quick Strike at all but Mag Roaders well as long as it's that particular attack. For the Grind Halberd it's dependent on whether or not the blade is ignited or not, very low tier enemies will suffer painstun from both but everything that's a Dread Visage and up will only be stunned by an ignited blade. I also looked into the code via Slade and I found the +ForcePain code for all the other melee weapons except those two, but I easily could've missed it as I'm not the most code savvy person.
User avatar
Mor'Ladim
Posts: 303
Joined: Tue Sep 27, 2005 7:38 am
Location: An artifact in an image you foolishly saved as a JPEG.

Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Wed Jul 10, 2024 6:17 pm So I did some testing with the Melee weapons and it's only Quick Strike and Grind Halberd are being problematic for me, with the Quick Strike it'll deal guaranteed painstun on low tier enemies but not mid- high tier ones, unless it's the three hit charge attack, and even then that's finicky too, like Aberwraithers don't suffer any painstun from the Quick Strike at all but Mag Roaders well as long as it's that particular attack. For the Grind Halberd it's dependent on whether or not the blade is ignited or not, very low tier enemies will suffer painstun from both but everything that's a Dread Visage and up will only be stunned by an ignited blade. I also looked into the code via Slade and I found the +ForcePain code for all the other melee weapons except those two, but I easily could've missed it as I'm not the most code savvy person.
Ah yes, you are right. The thing is that it worked just fine before since all enemies had a PainChance of 256 (100%) for all melee weapons. However, that doesn't do anything against the PainThreshold property that was given to high tier enemies just recently, and since I hardly found those two weapons in my test runs it slipped past me! I just pushed some fixes for it, along with your other suggestions. Those are highlighted in blue, while the rest are fixes that were made last week but were undocumented. (Mainly because I don't want to bump the thread with every single update I push until I have something more substantial or a large batch of changes.)

Changes:
Spoiler:

Return to “Gameplay Mods”