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

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

Post by Somagu »

Yholl wrote:I'm doing a thing. It may be helpful.

Thank you so much. That is exactly what I wanted.
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Slax
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Slax »

Very nice.

Any plans for the Gothic set yet?
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SoloSpaghetti
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by SoloSpaghetti »

Yholl wrote:I'm doing a thing. It may be helpful.
Woah! You never stop to amaze us, eh? :D
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

Slax wrote:Very nice.

Any plans for the Gothic set yet?
That's been in for like, 2 or 3 hotfixes now. :lol:
Hard to use without an Onyx Mod, though.
SoloSpaghetti wrote:Woah! You never stop to amaze us, eh? :D
Heh, I'm just reappropriating the Strife inventory screen, like in ww-terror. I might also change another one to display learnt assemblies, too.
VicRattlehead
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by VicRattlehead »

Yholl wrote:
VicRattlehead wrote:Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
Yeah, I realised, like, 5 minutes after I uploaded it. I'm always forgetting stupid stuff like that.
On that note, were you also able to speed up the reload of the plasmatic shrapnel combat shotgun? I just remembered that you also increased the reload speed of the combat shotgun a few hotfixes ago and testing the latest hotfix, the plasmatic shrapnel combat shotgun seems to be reloading a bit slower.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

VicRattlehead wrote:On that note, were you also able to speed up the reload of the plasmatic shrapnel combat shotgun? I just remembered that you also increased the reload speed of the combat shotgun a few hotfixes ago and testing the latest hotfix, the plasmatic shrapnel combat shotgun seems to be reloading a bit slower.
doggammit.

Fixed it for the next version.
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Jack Mackerel
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Jack Mackerel »

Jesus fuck, the Minigun with Bulk and Power mods is overpowered on the Marine. I love it.

One thing, holding down altfire for the chainsaw makes a glitched revving noise. What's it trying to do?
Anonister
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Anonister »

Much belated, but awesome changes to the FDS and the Autocannon. The Focused now is a very good choice for its purpose (a plashrap supershotgun with double sniper is still better... but considering the investment, it evens out just fine.)

The autocannon... perfect. Exactly what I think it needed to be. How awesome is it? It is now my preferred anti-Cyber weapon (barring access to a couple of well placed BestFG shots.) Seriously, it is enough damage that it will stun even him, pretty much guaranteed. Considering the investment, I say its fair, though.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

Jack Mackerel wrote:One thing, holding down altfire for the chainsaw makes a glitched revving noise. What's it trying to do?
It's looping infinitely. Kyle873 pointed that out to me a while ago too, it'll be fixed for the next release.
Anonister wrote:Much belated, but awesome changes to the FDS and the Autocannon. The Focused now is a very good choice for its purpose (a plashrap supershotgun with double sniper is still better... but considering the investment, it evens out just fine.)

The autocannon... perfect. Exactly what I think it needed to be. How awesome is it? It is now my preferred anti-Cyber weapon (barring access to a couple of well placed BestFG shots.) Seriously, it is enough damage that it will stun even him, pretty much guaranteed. Considering the investment, I say its fair, though.
Awesome! If you feel that there are other weapons that could need a nerf or buff, be sure to point them out, and I'll see if I can improve them.
Anonister
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Anonister »

Yholl wrote:Awesome! If you feel that there are other weapons that could need a nerf or buff, be sure to point them out, and I'll see if I can improve them.
Hmm... as it stands, those were the only two that I really thought, "Those really weren't meeting with expectations." Still would be happy to shoot suggestions, though!

Quadshotgun: Good weapon, good mods... except Nano (I think?), the one where it gains infinite ammo and shoots on a barrel rotation. That is... lackluster. Basically put, I would always prefer to take a double shotgun and make it a nanoshrap with that same mod. Heaven help the quad if you got a supershotgun to do it with instead. Something I noticed awhile back. Not a big deal, since an unmodded quad is quite awesome, but it feels like nano is a downgrade, and not near enough to match with other shotguns using it.

Judge of the Dead: Another case of mods not seeming to match up with their rarity. Nano is excellent. 3 rounds before reload on that baby? Win. Sniper... should be fine, but somehow it feels worse damage wise than without. Is that actually happening, should it be happening, or am I crazy? If it is, I don't feel the hitscan, which also seems to hurt spread ironically, is worth the loss in damage. Firestorm, though... yeah. It is coooool, but I find it is outright detrimental. Random spread in a tight corridor means likelihood of hitting the wall, and random spread in a wide hallway means likelihood of not hitting anything. Now if it homed, however... :P

Lightweaver: Two things, actually more aesthetic than anything. First... maybe tone down the light flicker alittle bit? It isn't like SEIZURE AHEAD, but it gets somewhat tiring after awhile. Second, when using the firestorm mod (the one that adds that sonic burst thing), The burst does not seem matched up with crosshair. I think how it actually calculates its hitbox makes it fine anyways, but it feels kind of derp to aim it because of that.

Those are some lighter suggestions, much less of an issue than the above two because they are really only mods, with the weapons themselves being in good condition unmodded. Otherwise my experiences so far suggest most everything is about where it needs to be in terms of rarity, investment, and role.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

Anonister wrote:Quadshotgun: Good weapon, good mods... except Nano (I think?), the one where it gains infinite ammo and shoots on a barrel rotation. That is... lackluster. Basically put, I would always prefer to take a double shotgun and make it a nanoshrap with that same mod. Heaven help the quad if you got a supershotgun to do it with instead. Something I noticed awhile back. Not a big deal, since an unmodded quad is quite awesome, but it feels like nano is a downgrade, and not near enough to match with other shotguns using it.
Nano modded Quad Shotgun is now superior in terms of damage than the Nano-shrapnel SSG.
QSG - 25 base damage at 6 tics.
SSG - 40 base damage at 13 tics.
You'll have fired the Quad twice in the time the SSG fires one shot. The SSG will have far greater spread too, which is both a good and bad thing, depending on the situation.
Anonister wrote:Judge of the Dead: Another case of mods not seeming to match up with their rarity. Nano is excellent. 3 rounds before reload on that baby? Win. Sniper... should be fine, but somehow it feels worse damage wise than without. Is that actually happening, should it be happening, or am I crazy? If it is, I don't feel the hitscan, which also seems to hurt spread ironically, is worth the loss in damage. Firestorm, though... yeah. It is coooool, but I find it is outright detrimental. Random spread in a tight corridor means likelihood of hitting the wall, and random spread in a wide hallway means likelihood of not hitting anything. Now if it homed, however... :P
Hitscan has lower damage calculation, so I doubled the impact damage and it seems super murderous now.
Firestorm now functions much more impressively, with the missiles arcing off in different directions, then homing on on any enemies they can find. I've reduce their AOE damage to compensate, as the original version basically fired 18 half-power vanilla rockets. No freakin' way I'm keeping that damage on a gun that reliably hits things, the concept of the original mechanic was a gun of absolute destruction, but was super hard to use.
Anonister wrote:Lightweaver: Two things, actually more aesthetic than anything. First... maybe tone down the light flicker alittle bit? It isn't like SEIZURE AHEAD, but it gets somewhat tiring after awhile. Second, when using the firestorm mod (the one that adds that sonic burst thing), The burst does not seem matched up with crosshair. I think how it actually calculates its hitbox makes it fine anyways, but it feels kind of derp to aim it because of that.
It's very difficult to cut down on the flicker, it should be better, but not much better now. The flicker is meant to be one of the downsides of the powerful, infinite ammo weapon, anyway.
The shockwave thing was just spawned normally before, I've added A_Warp to it, so now it always appears in front of your gun perfectly.
Anonister wrote:Those are some lighter suggestions, much less of an issue than the above two because they are really only mods, with the weapons themselves being in good condition unmodded. Otherwise my experiences so far suggest most everything is about where it needs to be in terms of rarity, investment, and role.
Awesome! Thanks for your thoughts, these guns do feel like an improvement over the originals now.

Anyone else who also feels things could be changed or improved in some way, I'd like to hear your thoughts too.
Beta 6 seems like it'll be quite good, lots of improvements across the board.
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SerbianDoomer
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by SerbianDoomer »

I am currently in the middle of trying this out (UV with fast monsters in Doom Episode 1), just popped in to give my two cents so far. I love it, and it is one of the few weapon mods I've tried that I actually find fun and that inspire me to complete a whole playthrough with them. It is a very pleasant surprise since I'm usually skeptical of mods that try to integrate RPG-like features. I did try Technophobia for a little while and got my ass kicked so decided to take the difficulty down a notch, but the thing is, now it's too easy. Currently I'm on E1M3 and I already have a Plasmatic Combat Shotgun (upgraded with 2 sniper mods, so its 100% accurate and pretty much one-shots imps and zombies), a Quad Shotgun and full Cerberus Armor.
Image
Is that normal? Perhaps the Technician's special of better chance at finding rare items is slightly overpowered, or maybe I'm just too lucky (in which case that would be the only fault I can find with this mod- that it depends too much on luck). I think some kind of stats screen for the armor is necessary (like a Strife popup) as I really don't know what's the difference between the many varieties of armor/boots I keep finding. I didn't go through all the pages of the topic so sorry if it has already been mentioned. Also the one thing I kept aching for is a quick kick key.
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-Ghost-
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by -Ghost- »

Yeah he's adding a stat screen so we'll be able to figure out what our gear does. And it might just be luck, since I've had a lot of runs where I'm lucky to even find a single mod or two.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

SerbianDoomer wrote:I did try Technophobia for a little while and got my ass kicked so decided to take the difficulty down a notch, but the thing is, now it's too easy. Currently I'm on E1M3 and I already have a Plasmatic Combat Shotgun (upgraded with 2 sniper mods, so its 100% accurate and pretty much one-shots imps and zombies), a Quad Shotgun and full Cerberus Armor.
Technophobia isn't finished anyway, same with Nightmare. Doom 1 with those will kick the crap out of you though, due to the huge amounts of zombies. But yeah, UV Doom 1 is always super easy with this mod, simply due to how it's designed. Doom 2 based megawads tend to work better.
SerbianDoomer wrote:Is that normal? Perhaps the Technician's special of better chance at finding rare items is slightly overpowered, or maybe I'm just too lucky (in which case that would be the only fault I can find with this mod- that it depends too much on luck).
It's supposed to depend on luck, it's based on a roguelike, after all. Technician is pretty good at assembling amazing stuff, so you'll tend to have more ridiculous weapons quite quickly.
SerbianDoomer wrote:I think some kind of stats screen for the armor is necessary (like a Strife popup) as I really don't know what's the difference between the many varieties of armor/boots I keep finding. I didn't go through all the pages of the topic so sorry if it has already been mentioned.
Go back a page or two, there's some WIP screenshots of what it looks like. It's largely unchanged from those screenshots.
SerbianDoomer wrote:Also the one thing I kept aching for is a quick kick key.
Nah. This is DoomRL stuff layered onto original Doom, basically. That's why there aren't any fancy looking effects, for instance.



EDIT: I crudely stuck together a frankensprite for the High Power Nuclear BFG9000. What do you people think? I tried doing fancier stuff, but, well, this is me, after all.
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Tapwave
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Tapwave »

It looks pretty badass. Though i'm worried that it may be a bit too huge in game.
But hey, it's the most ridiculously overpowered weapon in the entire game, making it ungodly large is pretty fitting.
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