DoomRL Arsenal - [1.1.5] [MP-B7.3]

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.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Vict »

terranova wrote:- I got way, way WAAAAAAAAAAAY too many bulk mods. Well, some assemblies need them, but i ended slapping them on HPWs
Storm Bolter, Burst Weapon, Tactical Rocket Launcher, Biggest Fucking Gun.

That's about 7 right there.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Vict wrote:
terranova wrote:- I got way, way WAAAAAAAAAAAY too many bulk mods. Well, some assemblies need them, but i ended slapping them on HPWs
Storm Bolter, Burst Weapon, Tactical Rocket Launcher, Biggest Fucking Gun.

That's about 7 right there.
Storm Bolter is really only good if you're a Scout (since by that time you'll no doubt have something better), I've never found a use for the burst weapons.

Others are decent points but I still feel that Bulk mods really shine outside of assemblies for the most part.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Vict »

Triple S wrote: I've never found a use for the burst weapons.
They aren't bad, really. A Burst rifle or Uzi, or maybe a Burst Minigun to conserve ammo.

It doubles your capacity, increases your firerate, and locks the weapon to 3 round burst. The big benefit there is the +100% to capacity.


Also, Bulletstorm Chaingun (Chaingun+BBB), it's a faster firing chaingun that feeds from your ammo supply and never has to be reloaded. Stick a Firestorm on it and you have a weapon that can rival the Minigun for room-clearing.
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by -Ghost- »

Quick question, how do you scrap weapons again?
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Vict wrote:
Triple S wrote: I've never found a use for the burst weapons.
They aren't bad, really. A Burst rifle or Uzi, or maybe a Burst Minigun to conserve ammo.

It doubles your capacity, increases your firerate, and locks the weapon to 3 round burst. The big benefit there is the +100% to capacity.


Also, Bulletstorm Chaingun (Chaingun+BBB), it's a faster firing chaingun that feeds from your ammo supply and never has to be reloaded. Stick a Firestorm on it and you have a weapon that can rival the Minigun for room-clearing.
Only thing I didn't know about was the capacity doubling. Never noticed, I guess, haha.

The biggest kicker to making a burst weapon is that it actually makes the weapon less accurate, if we're going by the DoomRL Wiki. Certain weapons I'd rather not do that to. xD
Tux
Posts: 65
Joined: Sun Dec 29, 2013 3:55 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Tux »

-Ghost- wrote:Quick question, how do you scrap weapons again?
technican, when dropping weapons press fire key.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Sgt. Shivers »

Spoiler:
Here I was thinking this secret level couldn't get better when I realized I could do this.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

Anonister wrote:So, I've been playing this mod for a month or so now. So damn fun. I just downloaded the latest Arsenal and the new Monsters Beta, and am going in to play, when I get a script error for Monsters. Its at line 21 of D_Archvile, and it says it expects a ')' but gets an ',' Suffice it to say, given others are playing just fine and a quick look at the line shows it in no way making sense that this is the case... any clue what the problem is?
You need a dev build of ZDoom. Build 5d0369d added a flag that allows you to make the Archvile's impact damage the same damagetype as his AOE damage, your older version is flipping out over that flag.
Vict wrote:Also, Bulletstorm Chaingun (Chaingun+BBB), it's a faster firing chaingun that feeds from your ammo supply and never has to be reloaded. Stick a Firestorm on it and you have a weapon that can rival the Minigun for room-clearing.
It's not faster, it's just a chaingun with no magazine size.
Triple S wrote:The biggest kicker to making a burst weapon is that it actually makes the weapon less accurate, if we're going by the DoomRL Wiki. Certain weapons I'd rather not do that to. xD
It seems to only increase by 1. So chaingun goes from 6,2 to 7,3, not that big of a loss.
Tux wrote:technican, when dropping weapons press fire key.
Altfire, actually.
Sgt. Shivers wrote:
Spoiler:
Here I was thinking this secret level couldn't get better when I realized I could do this.
Hahaha, I can't believe I hadn't gotten around to doing that myself!
Anonister
Posts: 7
Joined: Sun Jan 05, 2014 2:34 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Anonister »

Yep, even as I was looking for the dev builds, I caught the build notes and sure enough, there was the line regarding archviles. I guess I underestimated just how "current" you were talking about there. :P

Thanks for the help, and for making this mod. Its just too much fun.

By the way, what exactly now would be the purpose of a focused double shotgun versus the heavy double? Obviously at first it would be more accurate, but stick even just a couple of agilities on the heavy, and its greater volume of shot means it pretty much does the same but more. Not even getting into sniper modpacks.

And... the autocannon. I don't know, but it doesn't really feel like it is worth the loss of the minigun to even make it, let alone considering any other assembly you can make with it. What do you think is the best scenario for having the autocannon?
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

Anonister wrote:By the way, what exactly now would be the purpose of a focused double shotgun versus the heavy double? Obviously at first it would be more accurate, but stick even just a couple of agilities on the heavy, and its greater volume of shot means it pretty much does the same but more. Not even getting into sniper modpacks.
Hmmm. Well, the Focused Double Shotgun was a Double Shotgun with a Shotgun's spread. I suppose, consider the Double Shotgun's role, it needs a buff to still be worthwhile. I'm open to suggestions.
Anonister wrote:And... the autocannon. I don't know, but it doesn't really feel like it is worth the loss of the minigun to even make it, let alone considering any other assembly you can make with it. What do you think is the best scenario for having the autocannon?
I can buff the Autocannon, if you feel it's not worth it. It's basically a hitscan vanilla rocket launcher that only uses 5 bullets to fire. I could increase the damage and AOE to match the DoomRL Rocket Launcher?
Anonister
Posts: 7
Joined: Sun Jan 05, 2014 2:34 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Anonister »

Focused Double: Admittedly I am not sure what this needs. It IS an upgrade for the regular double, its just the heavy plus mods you will find will be enough to completely outdo it. I at least wouldn't compare the PlasShrap or Nano because they need exotics. Hmm... the only couple of thoughts I have is a) make it like the plasma shotgun so that the spread is non-random and along a horizontal axis, and b) more damage per shot? Not that I am entirely sure this sounds good either...

Autocannon: First thing, but I think for getting a minigun and putting 4 mods on a weapon that no longer fires at the speed of die, it can afford to have no variance in accuracy. After that... more damage. I had, at the same time, a supershotgun with a sniper modpack... and it did more damage to a single target. I guess the supershotty is, of course, meant to be pretty darn powerful, but somehow I feel the autocannon can afford to be closer to that than it currently is.

More than anything, its tough to make a good upgrade for the minigun because... well, its the minigun. It honestly is a really powerful find, with the sheer rate of fire and ammo capacity meaning even the toughest monsters or armies are going to feel it. And then... demo ammo. If you get that on it, I honestly consider it the best weapon in the game. Explosion, high damage, super RoF, high magazine capacity, affected by ammochain special, common ammo... when you think of how much any other upgrade for the minigun needs to compete with there, it sounds to me like it is honestly a rather tall order...
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Vict »

An idea for the Autocannon:

Why not reduce the damage it does but make it fire much faster, like a Chaingun that fires mini-rockets or explosive rounds?
It could have a bigger blast radius per shot compared to demo ammo.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Focused Double: Increase the damage and reduce damage variability. After all, if the power is focused, you aren't worried about missing vitals anymore, right? At least, that's one way to make logical sense of such a change. The other is saying "I put a power mod on it, I want it to hit harder than it does!" :P The Heavy Double should definitely hit harder, but maybe specialize in getting up close and personal. I kinda liked what Brutal Doom (yes, I know) did with the SSG, where it did much more damage at point-blank, so maybe do that for the two Heavy shotguns? That or give them high knockback or piercing rounds, making them go-to weapons for those times you know you're about to be ambushed by about twenty pinkies. They just need the emphasis on being heavy-hitters.

Autocannon: This thing makes me imagine you took the Minigun and turned it into a tank's cannon, but portable. It should hit like it. Massive knockback, a piercing explosive radius just as large, and damage rivaling BFG-tier weaponry. Wouldn't be overpowered because it took a Minigun and four mods to make, two of which are Firestorm mods. Demolition Ammo Minigun should still do more DPS, basically making the Autocannon the burst-damage alternative to the Demo Minigun for quad-mod explosive hosing.
VicRattlehead
Posts: 77
Joined: Fri Sep 09, 2011 7:47 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by VicRattlehead »

Reload animation of the heavy double shotgun gets weird when you apply technical mods to it

Also, have you considered allowing firestorm mods to be applied in all shotgun and pistol weapons and giving them a direct effect as opposed to just being used as a component for some assemblies?
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

I've buffed the Focused Double Shotgun and Autocannon quite heavily, and also fixed the Double Shotgun's reload, the code was actually rather odd. The Double Shotgun should be more useful now.
Autocannon does a ton of impact damage, and had it's AOE damage doubled.
Focused Double Shotgun has had it's spread reduced massively, and also does 1 extra damage, it's excellent for medium-range combat.

I also fixed some bugs in the Monster pack, like the arguing Cyberdemons. Heh.
VicRattlehead wrote:Reload animation of the heavy double shotgun gets weird when you apply technical mods to it
Hahahahaha, that was hilarious! I've fixed it now. Crazy ol' Doomguy... "MUST JAM MORE SHELLS IN"
VicRattlehead wrote:Also, have you considered allowing firestorm mods to be applied in all shotgun and pistol weapons and giving them a direct effect as opposed to just being used as a component for some assemblies?
I haven't considered it, no.
If you come up with a good (And hopefully not horrifying to code.) idea for how Firestorms can interact with those weapons, I'll certainly implement it.
Post Reply

Return to “Gameplay Mods”