WAAALLL O' TEXXXT
Hetdegon wrote:1) Non-super shotguns feel strangely underpowered. The best seems to be, ironically, the original-style pump shotgun. They don't pack much extra punch, and the ammo capacity is way too tight to perform properly. Turning them into assemblies limits them even further for not all that much noticeable gain.
Double Shotgun is simply two shotguns, with high spread. 14 pellets, so yeah, it's much weaker than it's vanilla counterpart. The Exotic Super Shotgun is 20, as is the Assembly Heavy Double Shotgun, so get them if you want vanilla shootgooning.
Hetdegon wrote:2) All characters apparently enjoy lv.2 in whizkid, but it'd be nice if the technician could go the extra mile and add a third mod to assemblies, it'll probably make it as desirable as the other two classes (ammochain and sharpshooter).
There's no way I'll increase the applied mod limit up from 4, it's already crazy complicated. Technician is super desirable actually, I think he's actually the most played class, from the various images and words people have shown me.
Hetdegon wrote:3) I keep having to go back to the original post to check out the specific effects of every mod since they do more things than in the original. It'd be nice to add some hint in-game or include a readme with the wad.
Yeah, I want to turn the F1 screen into a thing displaying that. But, you know, that's a graphics thing. I just code-monkey.
Hetdegon wrote:As for the monster replacements. I like them so far. It'd be nice if a randomizer mode remains, when the monster pack becomes final and selectable using the intended skill levels. Even if just for the joy of breaking the carefully measured balance of OBLIGE level sets (and good old "oh crap" factor).
The Nightmare and Cybernetic variants randomly spawn on Hurt Me Plenty and Ultra-Violence.
VicRattlehead wrote:I don't know how the speed bonus that the technical mod gives to the reload speed of each weapon is calculated, but it seems almost imperceptible in most weapons outside of shotguns and rocket launchers. In particular, I would have hoped that applying technical mod packs to the Revolver would make it reload almost instantaneously, but I had to carefully listen to the reload sound and compare how long after the sound sequence ends I can start shooting the weapon with 2x technical mod packs and without to determine that there is indeed a faster reload speed with the mod packs applied.
It decreases the reload in and reload out speeds by 3 tics each, for 6 tics total.
Saya-chan wrote:I'm going to give it a try~
Triple S wrote:I can agree here, though I've memorized the mod effects. A replacement for the F1 help screen would be nice.
* Yholl shrugs *
Graphical graphic. Me no can do.
(Actually, probably could. I'm just lazy and don't want to.)
wildweasel wrote:I wonder, is there any chance of a fifth playerclass that specializes in shotguns? DoomRL itself had a handful of perks for shotguns; one of them would cause shotguns to automatically reload when the player moves, but since that's already inherent in the way Doom works, I don't know what kind of buff could be given to shotguns that would work in a real-time environment aside from perhaps making all shotguns automatically behave as if they have one (or more?) Technical mods applied to them.
I bring this up because, in a lot of my playthroughs, shotguns get pretty neglected unless I'm out of ammo for whatever weapon my class specializes in. Technician doesn't seem to have this problem, because he's not classed for any specific make of weapon, but it does feel like shotguns don't quite get where the rapid-fires and pistols get with Marine and Scout.
I really want to, but literally none of the DoomRL shotgun traits work in normal Doom. And I can't think of anything special, either.
Triple S wrote:All shotguns pierce at least one enemy?
Impossibru with a spread weapon. Well, as far as I know.
Triple S wrote:Maybe Shotgun Guy takes less damage overall along with whatever other benefit he gets (which I personally would prefer to be something other than a straight damage buff, but lord knows what)?
The Brawler will have a 10% damage reduction. I honestly have no idea what a Shotgun class would have.
terranova wrote:I just realized normal doomguy is also a class.
...How is he useful, though?

He doesn't have any special traits or abilities, for those that want to play without super awesome abilities affecting the way you play.
Hetdegon wrote:The combat shotgun should feel better than the regular, is what I am trying to say. And right now I consider the regular to be much better than the combat and tactical ones, which feels off.
The Combat Shotgun should not feel better, it's an alternative, not an upgrade. The Tactical Shotgun is much better than the regular Shotgun, though. It doesn't have the Combat Shotgun's reduced damage.
terranova wrote:Ooooh, i found a nastie.
Marine class + Jackhammer + Firestorm mod.
Suddently, jackhammer stops using ammo and just becomes the best gun ever.
GRODDAMIT fixed.
Triple S wrote:I noticed that, but for some reason I thought it was intended and said nothing. xD
GRODDAMIT tell me when you find weapons that are so obviously beyond god-tier they must be broken.
