Yholl wrote:I'm doing a thing. It may be helpful.
Thank you so much. That is exactly what I wanted.
Yholl wrote:I'm doing a thing. It may be helpful.
Woah! You never stop to amaze us, eh?Yholl wrote:I'm doing a thing. It may be helpful.
That's been in for like, 2 or 3 hotfixes now.Slax wrote:Very nice.
Any plans for the Gothic set yet?
Heh, I'm just reappropriating the Strife inventory screen, like in ww-terror. I might also change another one to display learnt assemblies, too.SoloSpaghetti wrote:Woah! You never stop to amaze us, eh?
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.Yholl wrote: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.
doggammit.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.
It's looping infinitely. Kyle873 pointed that out to me a while ago too, it'll be fixed for the next release.Jack Mackerel wrote:One thing, holding down altfire for the chainsaw makes a glitched revving noise. What's it trying to do?
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 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.
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!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.
Nano modded Quad Shotgun is now superior in terms of damage than the Nano-shrapnel SSG.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.
Hitscan has lower damage calculation, so I doubled the impact damage and it seems super murderous now.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...
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.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.
Awesome! Thanks for your thoughts, these guns do feel like an improvement over the originals now.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.
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: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.
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: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).
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: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.
Nah. This is DoomRL stuff layered onto original Doom, basically. That's why there aren't any fancy looking effects, for instance.SerbianDoomer wrote:Also the one thing I kept aching for is a quick kick key.