DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
picking up tracking maps lie about exotic mods when you're holding shivers' suitcase of guns
it prints out info for the chameleon rifle instead
it prints out info for the chameleon rifle instead
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
They do drop their pistols; I have zombies with pistols drop regular pistols and rarer variants all the time, but it is based on a random chance. I think the only monster that drops a weapon 100% of the time is the Sergeant.Viscra Maelstrom wrote:the Widowmaker doesn't make a sound upon pick-up.
also, re: scout and pistols, i feel that the pistol-toting zombies could at least drop their pistols so Scout has an easier time to get new pistols whenever he's done remodeling the first one. there's at least a few decent assemblies he could make out of a pistol, and i felt it only would make sense for pistol zombies to drop pistols, since every other common enemy drops their weapon (battle rifles, shotguns, etc.)
Kill more zombies if you need more pistols. I kind of like having them not drop pistols 100% of the time. It forces me to ration the ones I do have and make smart assemblies with them. I feel that constantly throwing pistols at you (or even shotguns, but that's for map compatibility) lessens the importance of smart weapon decisions.
That, and pistols for the Scout are immensely powerful. It makes sense to have to work a little harder for an extra, and it allows you to improvise with other weapons and assemblies, too.
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
no, i'm pretty sure i've never had a single common pistol zombie drop their weapon once. the common enemies carrying shotguns, combat shotguns, double shotgun, chainguns, plasma rifles and battle rifles always will drop their weapon upon killing them. but i've never had a pistol zombie drop their pistol for me. perhaps the clip they're dropping were supposed to sometimes turn into a pistol, but i've no re-collection of me getting a common pistol from a common zombie. rare pistols i've gotten occasionally, but not the common ones.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
That's correct. Pistol zombies only drop clips, unlike every other zombie in the entire monster pack. There is a pistol drop defined, but it's not used.
But 7 in 26 clips on the map (not drops) will be a pistols and another 1 in 26 will be exotic.
But 7 in 26 clips on the map (not drops) will be a pistols and another 1 in 26 will be exotic.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Oh, my mistake. I can't say that I've ever run short on pistols, though.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Whups, fixed.Viscra Maelstrom wrote:The High Power Thompson and Plasma Shotgun Mk. II doesn't have an icon when selected.
You were quite clear. Radsuits function in DRLA just like they do in vanilla, they reset the timer when you pick them up. They have always done this in DRLA, and they still do this when I tested them. They're working absolutely fine here, sorry.Blue Shadow wrote:I probably wasn't clear enough, so let me explain again
Fixed.Princess Viscra Maelstrom wrote:the Widowmaker doesn't make a sound upon pick-up.
Princess Viscra Maelstrom wrote:also, re: scout and pistols, i feel that the pistol-toting zombies could at least drop their pistols so Scout has an easier time to get new pistols whenever he's done remodeling the first one. there's at least a few decent assemblies he could make out of a pistol, and i felt it only would make sense for pistol zombies to drop pistols, since every other common enemy drops their weapon (battle rifles, shotguns, etc.)
Oh wow, that's... wow. That's quite the oversight.gunofdis wrote:That's correct. Pistol zombies only drop clips, unlike every other zombie in the entire monster pack. There is a pistol drop defined, but it's not used.
I will fix immediately.
Whoops, looks like another oversight when I redid the armors. Fixed.comet1338 wrote:could someon confirm that the tactical armor set doesn't grant splash damage immunity
Whoops, looks like I never filled out the info for it, fixed.comet1338 wrote:picking up tracking maps lie about exotic mods when you're holding shivers' suitcase of guns
it prints out info for the chameleon rifle instead
- YukesVonFaust
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]

what map is that? it looks interesting.
Last edited by wildweasel on Fri Oct 02, 2015 10:56 pm, edited 1 time in total.
Reason: Image is too damn big. Shrunk it. Please do that in the future.
Reason: Image is too damn big. Shrunk it. Please do that in the future.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Map 28 of Whitemare2.YukesVonFaust wrote:what map is that? it looks interesting.
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Whitemare 2 I believe.
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
anyone feel that the Nuclear Plasma Shotgun is a bit weak considering what you have to go through to get it? i feel as if it would be better suited as a standalone Exotic so you can make assemblies out of it. the fact that the Laser Shotgun, which takes the same amount of mods, is far more poweful than the Nuclear one is kind of disparaging. either make the Nuclear plasma shotgun something you can make with common mods or make it an exotic with assorted assemblies to make it a more viable option in face of the Laser one.
on that note, the Anti-Materiel Rifle being so powerful, it makes the Sniper Rifle kind of lose its edge. why make the Sniper Rifle when you can make it instead, i feel. maybe the battle rifle could have the sniper rifle as a master with common mods, or an advanced one, so as to make its purpose not be overshadowed by the anti-materiel. at least, that's how i feel would make sense balance-wise.
edit: also, the Assault Shotgun feels a bit wimpy now, given that the combat shotgun has the very awesome conqueror assembly. perhaps move conqueror over to the assault shotgun instead? or give the assault shotgun some assembly that'd make it a worthy upgrade to the conqueror?
on that note, the Anti-Materiel Rifle being so powerful, it makes the Sniper Rifle kind of lose its edge. why make the Sniper Rifle when you can make it instead, i feel. maybe the battle rifle could have the sniper rifle as a master with common mods, or an advanced one, so as to make its purpose not be overshadowed by the anti-materiel. at least, that's how i feel would make sense balance-wise.
edit: also, the Assault Shotgun feels a bit wimpy now, given that the combat shotgun has the very awesome conqueror assembly. perhaps move conqueror over to the assault shotgun instead? or give the assault shotgun some assembly that'd make it a worthy upgrade to the conqueror?
- Silentdarkness12
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Gotta agree with Viscra Maelstrom on the Anti-Material rifle. It puts the sniper rifle to freaking shame. Unnervingly so. once you get the Anti-Material rifle, do you really have a reason to use the Sniper Rifle again? I don't think so.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Maybe make Bob into Marksman Rifle + SA and ruin my joke :v
Sniper straight up triples the battle rifles dps, albeit at the cost of a slow reload and overkilling anything smaller than a pinky. If Bob weren't there to stare at in awe it wouldn't be a hard choice to make, throwing a couple underused mods on by far the most common weapon to get a 10mm laser rifle with four times the ammo efficiency. Really not a lot of room for making it easier to obtain
Sniper straight up triples the battle rifles dps, albeit at the cost of a slow reload and overkilling anything smaller than a pinky. If Bob weren't there to stare at in awe it wouldn't be a hard choice to make, throwing a couple underused mods on by far the most common weapon to get a 10mm laser rifle with four times the ammo efficiency. Really not a lot of room for making it easier to obtain
Last edited by gunofdis on Sat Oct 03, 2015 2:24 am, edited 3 times in total.
- YukesVonFaust
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
hunting revolver too op rito-- i mean yholl pls
i killed a Cyberdemon in 8-15 shots
i killed a Cyberdemon in 8-15 shots
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.01] [MP-B6.1]
i wouldn't call it OP. it's powerful, but it's very slow, and it can only hit one target at a time. and if you make it high-powered, it's only got 4 shots.
Re: DoomRL Arsenal - [1.01] [MP-B6.1]
Another bug: Scouts essentially don't get more damage making a hunting revolver high power.
an odd feature: Scouts gain less for the added randomness from high power than everyone else. +25% damage over standard instead of +50%. Except the Uzi, which gets the correct amount.
an odd feature: Scouts gain less for the added randomness from high power than everyone else. +25% damage over standard instead of +50%. Except the Uzi, which gets the correct amount.