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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Viscra Maelstrom »

wildweasel wrote:
Viscra Maelstrom wrote:the Super Machinegun seems to consume twice as many bullets when you're reloading the gun, making it a bit of a ammo sink.
Likely intentional, because it is a hideously powerful gun!
if it is, then maybe some appropriate info in the weapon description page should be added? just a lil something to tell you that the gun is an ammo-sink, not just that it's a mounted gun that you can carry.

a lot of pistols in this mod seems to clog up slot 2, which makes it a bit of a pain for the Scout to handle. the examples i can think about right now are all the plasma pistols (except for Plasma Marksman and Nuclear Plasma Pistol, which are in the more sensible slot 6) and the Unknown Herald. maybe move the Baron Blaster to slot 6 too, but that gun is so rare to find anyway. moving the plasma pistols to slot 6 and Herald to 5 would probably make selecting weapons a lot less painfully for a Scout (i've actually dropped certain pistols in this mod so that slot 2 wouldn't be clogged up by excess weapons.)

i also found a Nuclear Backpack, which claimed to always recharge my nuclear weaponry, but it didn't seem to work for my HP Nuclear Plasma Rifle at all. maybe it's already been fixed/aware of, and i didn't have any other nuclear weapons to test it with, but still.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Yholl »

Viscra Maelstrom wrote:a lot of pistols in this mod seems to clog up slot 2, which makes it a bit of a pain for the Scout to handle. the examples i can think about right now are all the plasma pistols (except for Plasma Marksman and Nuclear Plasma Pistol, which are in the more sensible slot 6) and the Unknown Herald. maybe move the Baron Blaster to slot 6 too, but that gun is so rare to find anyway. moving the plasma pistols to slot 6 and Herald to 5 would probably make selecting weapons a lot less painfully for a Scout (i've actually dropped certain pistols in this mod so that slot 2 wouldn't be clogged up by excess weapons.)
Will move some around, see if it helps.
Viscra Maelstrom wrote:i also found a Nuclear Backpack, which claimed to always recharge my nuclear weaponry, but it didn't seem to work for my HP Nuclear Plasma Rifle at all. maybe it's already been fixed/aware of, and i didn't have any other nuclear weapons to test it with, but still.
"The Nuclear Backpack will recharge your cell ammo constantly"
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Viscra Maelstrom »

oh. OH. now i feel like an idiot. why would it ever recharge the ammo for something that recharges its own ammo.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Silentdarkness12 »

Kyle873 wrote:
Silentdarkness12 wrote:Experimental Phase Devices are exploitable. Using one, and then cancelling will leave you with an extra experimental phase device. Infinite devices.
Um, no it doesn't, that was fixed forever ago. And even if it did, it doesn't matter because the Experimental Phase Device isn't meant to be used up when being used.
Wrong. It's still there. At the very least, as of 1.01 DRLA. I know it is. It happened to me.

Also, that doesn't mean that using it should cause duplicate units to happen.
Huh. Weird. Doesn't feel like too long ago that I saw it happen.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by comet1337 »

Viscra Maelstrom wrote:oh. OH. now i feel like an idiot. why would it ever recharge the ammo for something that recharges its own ammo.
nuclear armor is the thing you're looking for
nuke plasmagun + nuke armor + marine = infinite ammo


also the flamethrower's modpack descriptions appear to be off
"increases projectile speed" actually decreases spread
which is pretty useless for a flamethrower, unlike increased projectile speed, which would also increase the range
also what purpose does +THRUGHOST serve? +THRUACTORS i'd understand

and technical mods think that suss gun has reloading

one more thing about the flamethrower:
it takes one rocket to load one tank
but the last rocket only gives one unit of ammo instead of the regular 60
Last edited by comet1337 on Sat Oct 10, 2015 8:24 am, edited 2 times in total.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Viscra Maelstrom »

i'm aware about nuclear armor. i also know about the nuclear power armor, which is really awesome to get. seems really frigging hard to get that plus the boots for the complete set, though. probably because it basically makes you invincible.

edit: i'm almost tempted to call the S modded Nuclear Onslaught overpowered. it's incredibly powerful, perfectly accurate, and has a good rate of fire. it can only hit a single target, but damn if it doesn't bore a hole into everything. however, the Nuclear Onslaught is rare to find, and S mods are too, so i don't know if it should get nerfed because of the fact that it doesn't exactly grow on trees.
Mister Sinister
Posts: 4
Joined: Tue Sep 22, 2015 1:45 pm

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Mister Sinister »

So I've assembled a high power nuclear bfg. Can I actually fire it without killing myself or is it a weapon made to tease me with it's glorious look and feeling of power? :)
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by comet1337 »

Mister Sinister wrote:So I've assembled a high power nuclear bfg. Can I actually fire it without killing myself or is it a weapon made to tease me with it's glorious look and feeling of power? :)
stabilize it
i'll give you a hint: what do highpower weapons trade off for what
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Viscra Maelstrom »

that just makes me wonder: can the Demolitionist actually use the thing without having to fix it first? because that would be pretty useful, and also hilarious.
Kaeoschassis
Posts: 114
Joined: Wed Dec 17, 2014 4:23 am

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Kaeoschassis »

I had the same thought awhile ago.
Spoiler:
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Viscra Maelstrom »

wow. the Demolitionist is confirmed for completely insane. not that he wasn't that before, but now he's effectively cheating death.
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by SAraisXenoQueen »

Well, at least he's sensible enough to use long-range weapons. The commando's a crazy bastard who would engage in fisticuffs with a nightmare cyber.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Vict »

Here's a weird one, found it on the test map:

When picking up a tracking map when holding any demonic weapon, it'll only print exotic mod effects for the Hell's Reign.
User avatar
Take One
Posts: 48
Joined: Tue Jul 03, 2012 3:09 pm

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by Take One »

Just as a thought, could there possibly be any better way to spawn the demonic artefact guardian? My first encounter with it basically consisted of it spawning in the starting spot of a map whose starting room gets closed off by the end of the map, me using a phase device to see what was going on and immediately telefragging it. I can't imagine another way to spawn it, myself, though.

Minor typo in the Energysaw's description says that it cuts through things like "the proberbial hot knife through butter". I hope that it says a lot that the closest thing to a bug that I've been able to find for quite a while is a tiny spelling error.

I've finally discovered the joys of the anti-mat, too. On that note, is there any specific difference between it and the gauss rifle? All that I've noticed so far is that the gauss rifle seems to do the same thing as the anti-mat but with less damage (aside from it using cells instead of bullets).
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: DoomRL Arsenal - [1.02] [MP-B6.2]

Post by wildweasel »

The AMR also has pretty significant kickback compared to the Gauss.
Post Reply

Return to “Gameplay Mods”