Zombieguy wrote:Big C wrote:I wouldn't mind a grenade launcher function for the rocket launcher though.
Because why not.
Zombieguy wrote:Big C wrote:I wouldn't mind a grenade launcher function for the rocket launcher though.

I actually like this better.Minigunner wrote:IMO the BFG10K should not be implemented, and the Grenade Launcher replaced with regular thrown grenades that attract zombies or landmines for any unsuspecting fodder. The railgun is perfect for painting rooms, but it should have a lower rate-of-fire, a scope, a quick charge-up time, and a clip of 10, just to make it the bastard child of a sniper rifle and a plasma gun, making it a perfect companion to the Assault Rifle.
For Spread rune and Rage rune, each weapon should have a special state that enforces the runes' abilities:While in spread, hitscan weapons (other than the assault rifle) should have a 22.5° horizontal spread.Code: Select all
A_JumpIfInventory("RuneDoubleFiringSpeed",1,"Rage[Parent State]") //for rage A_JumpIfInventory("RuneSpread",1,"Spread[Parent State]") //for spread
I could swear this bug got fixed at some point.alphaomega wrote:I just spotted little bug with db shotgun, you can fire without ammo if you use secondary attack (shoot one barrel at the time). IE once you run out of ammo, just keep using secondary firing mode.