DoomRL Arsenal - [1.1.5] [MP-B7.3]
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.
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.
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
Shotgun... firestorm...
INCENDIARY!
INCENDIARY!
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
Simply changing it's damagetype from Bullet to Fire doesn't seem worth a Firestorm mod. Otherwise, that's simply Demolition Ammo for Shotguns, without even using an assembly to make it, and they already have a Plasma damage version already.Slax wrote:Shotgun... firestorm...
INCENDIARY!
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
Maybe a limited range fire breath bonus then. Puff o' flames + regular pellets. Something to help keep those pesky demons away.
-
VicRattlehead
- Posts: 77
- Joined: Fri Sep 09, 2011 7:47 am
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
I was thinking a higher rate of fire for pistols
Maybe increased knockback for shotguns
Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
Maybe increased knockback for shotguns
Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
Basically this. Again, I reference Brutal Doom's SSG and how it deals extra damage at close-range.Slax wrote:Maybe a limited range fire breath bonus then. Puff o' flames + regular pellets. Something to help keep those pesky demons away.
As for pistols... why can't it just increase fire rate? If not, could give them piercing rounds. More firestorm mods, more enemies pierced? Iunno. Wouldn't really work since the name has to imply the effect. Automatics firing faster makes sense, shotguns do more damage up close with a burst of fire makes sense... so what could pistols get? Maybe flare rounds that deal damage over time to struck enemies while also lighting the area?
EDIT: Focused Double + Sniper Mod = FOCUSED Double
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
You know what I'd like to see? A tactiCRUEL vest! Very basic or no protection + an extra item or weapon slot. I bet your black magic can code a mean auto-drop for whatever weapon you picked up last, Yholl, (complete with a snarky message, of course) for when the vest breaks. Muahahaha!
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
I'm not sure if I suggested this before, but maybe a few different kinds of backpacks could be added (if that's possible)? Sort of in the same vein as what Slax suggested, maybe one that doubles your ammo cap even more than a regular one, maybe another gives you an extra weapon slot. You could make them extra rare and just sort of straight upgrades you can find or something. Another thing was maybe changing the health potions to work more like Doom RL's, where there aren't many of them but they heal for a lot more HP. That way they'd fit in with the way armor bonuses work and you'd get healed for say, 15 HP instead of just 1. It might mess with balance though.
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
Yeah, I'm going with this. Already done the Shotgun, the knockback is quite annoying to implement. Pistols will be far easier. Shotguns will also deal additional damage at close range.VicRattlehead wrote:I was thinking a higher rate of fire for pistols
Maybe increased knockback for shotguns
Yeah, I realised, like, 5 minutes after I uploaded it. I'm always forgetting stupid stuff like that.VicRattlehead wrote:Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
Heh. It's more accurate than the Battle Rifle like that. It's crazy.Triple S wrote:EDIT: Focused Double + Sniper Mod = FOCUSED Double
Slax wrote:You know what I'd like to see? A tactiCRUEL vest! Very basic or no protection + an extra item or weapon slot. I bet your black magic can code a mean auto-drop for whatever weapon you picked up last, Yholl, (complete with a snarky message, of course) for when the vest breaks. Muahahaha!
It's possible that I could do such a thing, but I'd need to rewrite a bit of the pickup code for every single weapon in the game, and I'd also need something to balance it. The 6 weapon limit is not just a random number chosen, it's the number that works the best with this gameplay. 5 was way too limiting, 7 is just too easy.-Ghost- wrote:I'm not sure if I suggested this before, but maybe a few different kinds of backpacks could be added (if that's possible)? Sort of in the same vein as what Slax suggested, maybe one that doubles your ammo cap even more than a regular one, maybe another gives you an extra weapon slot. You could make them extra rare and just sort of straight upgrades you can find or something.
Dunno. Reducing their spawn chance makes them more random, so a room that was guaranteed to have 10 health of potions might not even have a single potion now. Or it might contain so many you burst at the seams with healthiness.-Ghost- wrote:Another thing was maybe changing the health potions to work more like Doom RL's, where there aren't many of them but they heal for a lot more HP. That way they'd fit in with the way armor bonuses work and you'd get healed for say, 15 HP instead of just 1. It might mess with balance though.
As a side note, I appreciate these discussions with you all, it helps me improve the mod in a direction that everyone (Mostly) likes.
-
VicRattlehead
- Posts: 77
- Joined: Fri Sep 09, 2011 7:47 am
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
- skyrish10
- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
*DELETED!* *Reason: No, untrue, opinionated and it's not valid by any means, please do not put a invalid reason.*Yholl wrote:
For some reason, my main tester (and even sometimes myself) finds that in multiplayer, it beeps at 41 ammo. Which the code doesn't do. At all. Thank you, logical code, for starting me on the road to the asylum.
Last edited by skyrish10 on Sun Jun 22, 2014 3:40 am, edited 7 times in total.
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
The knockback shouldn't be that crazy, but it's a good tradeoff. Just don't expect to get the bonus damage on Cacos much.VicRattlehead wrote:I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
A coding oversight with ZDoom, you mean?skyrish10 wrote:that's because of coding oversight, you forget to say "in my brain", like doggo120Yholl wrote:
For some reason, my main tester (and even sometimes myself) finds that in multiplayer, it beeps at 41 ammo. Which the code doesn't do. At all. Thank you, logical code, for starting me on the road to the asylum.
...
I also have no idea who that is and what relevance they have to this.
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
I'd say it gives you room to reload. Not like every shotgun's gonna get this bonus, right?VicRattlehead wrote:I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
- skyrish10
- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
*deleted* *reason: same as above*
Last edited by skyrish10 on Wed Feb 26, 2014 8:31 pm, edited 1 time in total.
-
Ribo Zurai
- Posts: 874
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]
To that, I can only think of this reaction:
Spoiler:Sweet mother of god. That doesn't only look great, but will also be helpful. I'm never sure of which armor is better.




