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

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comet1337
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by comet1337 »

Doomguy914 wrote:It's kind of focused only on machine guns, with the exception of 1or 2 shotguns
there isn't any shotguns (?)
it's all rifles/ rapidfire all the time
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

comet1338 wrote:
Doomguy914 wrote:It's kind of focused only on machine guns, with the exception of 1or 2 shotguns
there isn't any shotguns (?)
it's all rifles/ rapidfire all the time
Pretty sure I recall 1 shotgun type weapon. May not have used shell ammunition, but it behaved like an autoshotty. Saved my ass in a pinch plenty of times.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Not true. I checked all the weapons at some point with "give everything" to check all the modpack effects and stuff. That thing does not give shotguns.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Is it just me or is the Quad Shotgun's point blank gibbing clunky? Sometimes it doesn't work at all, sometimes it works even if you're not really that close to your target when you fire it?
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Doomguy914 wrote:Nobody added anything when I brought up how weak the tommy gun is for a superior weapon.
Feel free to suggest some way to improve it, I got nothing.
Doomguy914 wrote:Maybe add some of the more ridiculous ideas for guns to the Nano Gun Generator. It's kind of focused only on machine guns, with the exception of 1or 2 shotguns, and one REALLY weird dog gun. I forget which modpack claims to allow some different exotic weapons, when in reality the pack only adds 1 weird weapon to the rotation. It would add some of the really bizarre weaponry suggested here, and make the mod's description more accurate at the same time. Food for thought.
You do realise that gun isn't finished, right? You didn't really think an entire exotic modpack effect was "add a gun", did you?
Doomguy914 wrote:Pretty sure I recall 1 shotgun type weapon. May not have used shell ammunition, but it behaved like an autoshotty. Saved my ass in a pinch plenty of times.
Nope. There's rapid fire weapons, and a semi auto rifle. There are no shotguns.
4thcharacter wrote:Is it just me or is the Quad Shotgun's point blank gibbing clunky? Sometimes it doesn't work at all, sometimes it works even if you're not really that close to your target when you fire it?
The way stuff like that works is that the gun fires a bunch of shortrange invisible shots directly forward. If those shots kill the enemy, they'll explode. If they don't, then afterwards the main shotgun attack goes off normally.

Consider the enemy tough enough that they weren't exploded by the shotgun.
The Quad Shotgun, Megaton Shotgun and F-modded Shotguns all have this feature.
Thexare
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Thexare »

Yholl wrote:
Doomguy914 wrote:Nobody added anything when I brought up how weak the tommy gun is for a superior weapon.
Feel free to suggest some way to improve it, I got nothing.
Only thing I can come up with to give it some sort of niche not covered by the competition would maybe be giving it an extra mod slot, and letting Bulletstorm be applied.

Plus Assault and Burst for those weirdos that want to conserve ammunition.

No idea how balanced or useful that'd be in practice though.
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

No I didn't realize that, otherwise I would not have brought it up. And as for my mistake on the NAG, I thought that semi auto was a shotgun type, oh well. And for the Tommygun, at least make it deal more damage than the battle rifle. Or knock it down from superior all together.
DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

Going off the topic of weapon tiers for a minute, something's been bugging me regarding the Mech Demon (Technophobia Replacement, for new people): What's its gimmick? I know that:
The Nightmare Demon and Spectre
Spoiler:
The Mechtre (Technophobia Spectre)
Spoiler:
The Mechstrosity (Armageddon Replacement)
Spoiler:
And the Rift Demon (Armageddon Spectre) is unimplemented.

But the Mech Demon? It simply seems to be a tougher, more robotic demon, kinda bland. But considering one of the potential surprises you can get from supply crates, I'm sure there's a secret I haven't found yet. Please assist me.

On a different topic altogether, this mod is simply brilliant. I think I've said that before, but I'll say it again. I can't find any complaints regarding gameplay.

Going back to the topic of weapon tiers, I have ideas, but I'll hold my tongue until I feel they're refined enough to submit.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

well, the Mech doesn't really need a gimmick because it has twice the health and a lot of bullet resistance. it might not seem like much, but early on it makes it a bit harder to take down. i mean, the cyborg imp doesn't have a unique gimmick aside from being tougher and shooting plasma projectiles, either.
DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

Viscra Maelstrom wrote:well, the Mech doesn't really need a gimmick because it has twice the health and a lot of bullet resistance. it might not seem like much, but early on it makes it a bit harder to take down. i mean, the cyborg imp doesn't have a unique gimmick aside from being tougher and shooting plasma projectiles, either.
The parts regarding the difficulty early-game and the cyber-imps are quite true, I concede that. Actually, IIRC, not every Nightmare/Technophobia/Armageddon enemy has a gimmick. The majority of the zomibes, for instance, or the Nightmare or Machine Elementals. I guess the Mech Demon's lack of gimmick bugged me because every other Demon/Spectre besides the originals had a gimmick, and that stood out.
Spoiler:
Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

The cyber-imp does have a taser-style melee attack--we just don't see it often because they're still imps. :P
Kaeoschassis
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Kaeoschassis »

Funky Gnoll wrote:The cyber-imp does have a taser-style melee attack--we just don't see it often because they're still imps. :P
If you want to see the tazer attack more often, go out of your way to provoke infighting. It is frankly hilarious the number of high-tier enemies a cyber-imp can take out if it gets close enough to tazer them. It's kind of become habit for me to run around in circles and get infighting going if there are cyber-imps around, even when it would be quicker and easier just to shoot everything myself.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Hey, I was messing around with stuff with "give everything" because I was bored, and I noticed a strange bug (note:it might have been caused by "give everything", apologies if so). I used 3 artifacts on Death's Gaze and then modded it with normal packs, and it seemed to completely negate the demon artifacts' effects. Furthermore, demon artifacts could no longer be applied to the weapon. This didn't happen with the other moddable Demonic weapons.
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

KILLER2 wrote:Hey, I was messing around with stuff with "give everything" because I was bored, and I noticed a strange bug (note:it might have been caused by "give everything", apologies if so). I used 3 artifacts on Death's Gaze and then modded it with normal packs, and it seemed to completely negate the demon artifacts' effects. Furthermore, demon artifacts could no longer be applied to the weapon. This didn't happen with the other moddable Demonic weapons.
IIRC, Demonic Weapons can only accept a max of 3 artifacts and literally nothing else. No mod packs at all.

Give All breaks this mod in multiple ways. I recommend not using it. Better to summon the weapons and items if you are going to test/cheat.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Only the Unmaker doesn't accept mods. The others have 2 mod slots, and even special effects for the exotic modpacks.
As for summoning, I have no idea what the stuff is called so I can't really do that.
I know "give all" breaks it, but since it only happens to Death's Gaze, it's still pretty likely there's a bug regarding that specific weapon.
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