ARACNOCIDE 2.9b (Updated 26/APR/25)

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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

It bothers me that the blinking lights on Marion's Alarune STP-98 stop blinking when you upgrade it to the Demolishing Rogue.
Edit: Also, is the Demo Rogue or the Dual STP-98s better for the weapon's specific niche?
Also the cryo gun kinda sucks, especially when it frozen enemies block the stream and prevents you from freezing other enemies
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

The Demolishing Rogue doesn't push monsters back, but it does fire damage, along with upgraded statuses, while the dual STPs only deal the vanilla Damage.

Fire damage prevents female spiders from spawning their babies.

To avoid the freezing blocks, just use your quick attack to shatter the monsters!
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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

Does the Mega-Armor give you extra damage resistance like vanilla Doom or does it only increase your armor points to 200?
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

It inherits the same properties from Doom's Blue Armor!
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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

Right, I'll keep that in mind when getting armor pickups.
Not a gameplay question, but the rarity of weapon boxes is both a pain in the ass and a real boon to the importance of finding one, and so is what you do with it. Should I get Luc's Dutch's Gyrocket Carbine for the better accuracy as the long-range option? Or does it pale in comparison to the dual Gyrocket pistols with both increased DPS as well as having effectively having a larger ammo pool and quicker reloading...
These types of questions keep me coming back to this mod.
Last edited by devlman127 on Thu May 22, 2025 12:11 pm, edited 1 time in total.
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

You probably mean Dutch.

It's all a matter of preference. His accuracy and capacity changes, but the carbine version might not have great DPS.
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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

You're right lol, got confused
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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

When should I use Dutch's AR and when should I use his LMG? I'm not sure how to take advantage of the Critical Shot of his AR.
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Always consider the Assault Rifles as options for mid tiers, some long distance plinking and the LMG for high tiers and close quarters combat. In Dutch's case, he can deal almost revolver levels of damage with his AR, AND he has a scope that provides +25% accuracy when aimed. It's all a matter of balancing. Usually when a gun can be upgraded, it's non-upgradable counterpart will have some modifiers to balance things out.

even though i was thinking of getting rid of modifiers for all guns except pistols and revolvers on this update.
Last edited by Dr_Cosmobyte on Fri May 23, 2025 5:30 am, edited 1 time in total.
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devlman127
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

Of course Dutch can't upgrade his AR either, but I'll keep it in mind for other classes.

Hope the modifiers can stay, I would think that losing the modifiers would not just make each characters' arsenal not just weaker, but more importantly less interesting.
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Ah, don't worry. Although i think it's not 100% right, the mod is not meant to be a perfect formula. It doesn't take itself so seriously as it looks, so it won't be removed.

Sure, i spent days using Excel and pulling numbers out of my head, but i think the base structure has some sort of logical thinking, and if i can toot my horn in my own thread, i think i did a good job.

So there's no problem in having some cheesy jank in some places, or some weapons that simply are powerful with no consequences, period.
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