Brütal Doom v0.18

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ChronoSeth
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Re: Brutal Doom v0.9b

Post by ChronoSeth »

wolf00 wrote:point is find alternative atack for p.a shotgun..
Why does the shotgun need an alternate attack? It's not like all of the other weapons have an alt fire.
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wolf00
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Re: Brutal Doom v0.9b

Post by wolf00 »

well im wait for reply from author of the mod ...
bwc153
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Re: Brutal Doom v0.9b

Post by bwc153 »

Beanbag shot, stuns enemies for small amount of time? (1-6 seconds, depending on strength?)
Estopolis
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Re: Brutal Doom v0.9b

Post by Estopolis »

I don't understand why you'd ever want a beanbag gun in a mod where the point of everything is to die as violently as possible.

I don't think a stun would help out very much either when you could just kill most demons in a regular shot or two.
It would have to be a Slug or Dragon's breath rounds just to keep with the theme of the mod.
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-Ghost-
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Re: Brutal Doom v0.9b

Post by -Ghost- »

I guess a stronger, slower melee then the kick would be nice, like a bayonet lunge or something. But it'd be redundant with the kick, fists, *and* chainsaw*. Though I second making the chainsaw some sort of blade. Maybe a combat knife like the Mutiny mod does?
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Matt
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Re: Brutal Doom v0.9b

Post by Matt »

Estopolis wrote:I don't understand why you'd ever want a beanbag gun in a mod where the point of everything is to die as violently as possible.

I don't think a stun would help out very much either when you could just kill most demons in a regular shot or two.
The clear answer is that the beans are magical beans, like in Jack and the Beanstalk.

Except they grow after being ingested or forced inside someone's body.

And the "stun" gun is a custom-built rig designed to deliver absurd amounts of electrical power in a very, very short time in a very small area. 8D
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wildweasel
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Re: Brutal Doom v0.9b

Post by wildweasel »

Why has no Doom mod implemented an electric attack like Syphon Filter's (i.e. zap with thousands of volts of electricity until the target sets fire)?
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wolf00
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Re: Brutal Doom v0.9b

Post by wolf00 »

knee deep in the dead book Flyn tagart here using infrantry rifle[fixed bayonet under barel] ,rifle here is semi automatic- carabine maybe? [caliber 10mm auto, in book] rocket launcher is in p.a style two rocktets loaded ....
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Ethril
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Re: Brutal Doom v0.9b

Post by Ethril »

Personally I think that in any given weapon mod, you should either give ALL your weapons altfires (even if it's just something like "faster but less accurate" or vice-versa; as long as it's useful for something), or NONE of them.

Speaking of which, the plasma rifle's "shotgun" altfire seems kind of pointless to me. It's just too slow to be effective; You're so much better off just using the regular fire mode, as it fires the same amount of projectiles at a similar average rate, but with the advantages of keeping your enemies in their pain state (usually) and being useful outside of melee range. :?
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Big C
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Re: Brutal Doom v0.9b

Post by Big C »

I tend to use it as an anti-ambush attack, though this sometimes backfires as plasma + point-blank hits = SPLASH DAMAGE = crispy me.

I don't think the shotgun needs an altfire given that in the original DooM, the single-barrel shotgun fell into the [urlhttp://tvtropes.org/pmwiki/pmwiki.php/Main/BoringButPractical] boring but practical[/url] mold, and as such is a fairly straightforward weapon. Besides, it works fine if you aim for the head.

Wouldn't mind the rocket launcher having a grenade altfire, though.
plesi42
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Re: Brutal Doom v0.9b

Post by plesi42 »

I like a lot the plasmagun's altfire, because it 1 hit kills cacos, it's the best thing to deal with them at close(ish) range

Grenade altfire for the rocket launcher would be nice, but it's also fine as it is.

The shotgun could use some creative altfire, though
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Re: Brutal Doom v0.9b

Post by Matt »

I actually got into a situation where the plasma altfire was useful very early on.

2 cacos standing right over a huge cell pack with their backs to me.
Not enough ammo anywhere else within reach to deal with the rest of the guys.
Altfire shreds one caco, I rush in and grab the cellpack before the other can get in my way, then backtrack before the advancing horde surrounds me.
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Viscra Maelstrom
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Re: Brutal Doom v0.9b

Post by Viscra Maelstrom »

Problem with that is that the alt-fire sometimes kills a Caco in one shot, but not always. Maybe it could be made into a single projectile, or some sort of short flamethrower like attack instead?

Also, when you kick when holding the chainsaw, it doesn't stun enemies, and acts like the kick did before (i.e. delt a decent amount of damage)
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Matt
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Re: Brutal Doom v0.9b

Post by Matt »

It seems that every single weapon has its own kick state defined.

This could take a bit of work but it can save a lot of grief later if it works: if it's possible to have a single parent weapon that has the kick and taunt stuff defined, and all ingame weapons inherit from that, you won't have to go through every single weapon to change or fix something in a kick.


EDIT: holy crap
I just realized that the zombies can't hit you at all while you're crouched. Any damage you take is from ricochets.

No idea how to fix it and keep whatever it is that was needed for other reasons that caused this to happen.
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Sergeant_Mark_IV
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Re: Brutal Doom v0.9b

Post by Sergeant_Mark_IV »

I'm not going to add any new weapons. This includes the sword idea. I have been thinking about adding the mancubus arm, but I decided to keep only the original weapons (exept Mp40, because it's a secret weapon that is only found in Doom 2 secret maps, and a few pwads).

For the shotgun alt-fire, I already decided to restore the old Dragon Breath shells, wich was removed in 0.7. Since the secondary ammunition slot can be free again, this is possible now.

I think I will need to make Baron of Hell and Hell Knight blood be red, because fatalities on them will look so weird if the player's color is not green.

About Plasma Gun, I will replace the alt fire as a snipping Rail attack.

And I can't make a single "kick weapon" to share with all weapons because to switch between the weapons, there will be some delay, and make kicks less effective.

@Vaecrius: This happens due the projectile speed. I fear it's not possible to fix without greatly increasing the projectile height, and making it hit unexpected places.
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