Glad you liked it! Let me see what you have here.FreddBoy wrote:Right, after playing this through a few WADs and having a blast, time for some serious feedback for this mod!
Bitchmaker's projectiles supposed to be big, so you can easily hit with them over a distance, or with the alt-fire. Think of it as large fireball gun, rather than bullet weapon. heh.FreddBoy wrote:- However, you may want to decrease the size of the projectile of the bitchmaker, many times I've hit the corner of a wall while shooting through a not exactly small window, perhaps a 20-25% reduction would be ok.
That's pretty good idea that I have thought of myself.FreddBoy wrote:- The patriarch is CRYING out for a LVG secondary attack, as bouncing grenades around corners or down pits would be a godsend on some maps.
20 is too much... maybe I could expand it to 16, but it reloads so fast that clip size isn't that big of a fuss here.FreddBoy wrote:- Maybe increase the magazine size of the sidekick to 20 rounds to help keep it viable until you get a FMG. As the leadspitter is horrible at range, the sidekick is useful for long shots to save ammo.
That's the point of the Nutter - you shoot it, consider yourself flying. The recoil has no influence on the accuracy. It should get easier to hit the things with it in the next version though, as I have had increased it's impact range.FreddBoy wrote:- The nutcracker needs to have a LOT less recoil when firing, as you can't really tell you've hit with it. Maybe increasing the reload to compensate would keep it balanced, or add an ADS as an secondary attack option for more accuracy.
There is. Everything is on the first page, hidden in spoiler, really. I'll see if I could include some info page on help screen.FreddBoy wrote:- Maybe adding an item guide in game or on this mod page to explain the different sphere effects, especially the blur sphere replacement. I realised after I picked it up a few times what it did, but others might wonder what it does exactly.
FreddBoy wrote:- minor HUD issue, there is no icon (like the bottle of Piss) to show that you own a hazmat suit, just green numbers.
I wanted to keep it colour-coded, just to keep from cluttering up the viewspace.FreddBoy wrote:- like wise, there's no icon to show that you own a pair of NVG too. Yes I know the icons up the top right of the screen show you using them, but actually knowing you have them is nice too.
NINJA EDIT: Oops, now I have read it correctly. The other two items already have the counters in, just... thought there's too much of them. I might still add the Pisskey counter, as sometimes it's good to know you still have backup healing while not having it selected.
I hope I'll be able to answer your concerns, Crudux Cruo - just want to give some lame excuses why the things are set up here as they are.
Let me straighten this up - RO isn't an inspiration here. It's overpowered, but not as balls-overpowered as overkill is. The damage scale indeed raises exponentially after reaching minigun and such, just so you could use it in mildly slaugterish levels without breaking a sweat. The other weapons are more scaled for standard doom, but still with a pinch of overpower, but they all serve some purpose. So yeah - you're using it right, but if you don't like that feel, I'm afraid I can't help here, just ignore the mod whatsoever, or edit it for your personal use.Crudux Cruo wrote:Well, ill keep this short since this is largely going to be watered down personal bias, keeping in mind this is meant to be bigger than life and over the top. i realize im sort of the black sheep here, since russian overkill is the inspiration here and seeing how i just couldn't stand its balls-to-the-wall power. this isn't my cup of tea but.. her goes.
...
In a nutshell, my biggest complaint isn't the fact the weapons are stronger, but rather than they vary wildly in power and balance to the point that if you just had one gun, the others wouldn't really matter as much. as it is now, if i had all the low level guns and got to choose one special weapon (minigun, rifle, grenade launcher, magnum), i really wouldn't need anything besides maybe the grenade launcher. Part of balance is that no weapon gets unused... but this isn't whats in here. I still play this and have fun, but i avoid using any of the large weapons because it just really becomes hugely unbalanced, more so than it is.
I didn't see any bullet weapon gib anything yet, but fine, I'll add that. Albeit machete stays as it is, as it's pretty RIP'N'TEAR weapon.Crudux Cruo wrote:Add +NOEXTREMEDEATH to bullet weapons, and perhaps to the machete as well.
Maybe, I don't see anything wrong with it, other than being tad boxy. The pistol serves as a standard peashooter - replace it once you get machinegun-shotgun, unless too far for shotgunning. The revolvers have infinite ammo and replace the chainsaw, that's why they have generally low damage output, but still serve as a pistol upgrade. (Chainsaws sometimes aren't that common, so you might not find them instantly.) Won't change.Crudux Cruo wrote:Pistol is sorta wonky looking, the dual revolvers have been given short shrift. make the Bosavso the ammo free backup, and BEEF UP THE REVOLVERS! the way it is now the bosavso is the primary, and the pistols are no ammo backups, and as a result, suck. reverse it please.
Uzis have still way higher dps, despite having small clips - they reload and unload fast, and have only ten bullets less than FMG. They serve as a close-combat alternative, considering that you can keep your target stunned, while with FMG - you are left vulnerable while reloading.Crudux Cruo wrote:Maybe reduce the clip size on the LMG a tad? 70 bullets makes it almost better to use than the uzis for most situations.
I have had occasionally run out of bitchmaker's ammo. While slower, it still murders single targets better than patriarch, as it has higher damage per shot. And yeah, without arcing and having way higher projectile velocity, it's better suited, for instance, sniping targets out of the air.Crudux Cruo wrote:Bitchmaker and patriarch almost do the same thing, and there is so much ammo its impossible to run out. i end up just using the patriarch because its faster than the bitchmaker; the bitchmaker really doesn't do anything better than the patriarch except that it shoots in a straight line.
The minigun is the staple of the mod, inspired by Serious Sam and the likes; it's supposed to be overpowered for the reason mentioned on the beginning.Crudux Cruo wrote:Minigun is way over the top in that it too never runs out of ammo. i'd suggest maybe making it spend 2 or 3 bullets at a time instead so its not so over the top.
No comment. Well, not really - I don't know what you feel, so I can't help on that. I won't remove it, that's for sure. The mod needs a BFG equivalent, and I don't have anything else to suit that need. (That bigass gun-thing few posts before doesn't count, it would make things only worse, and it's far from being finished, heh.)Crudux Cruo wrote:the rifle is just balls. just remove it. it looks terrible, its overpowered, and the recoil is rediculous. it just takes away from everything else i feel.