Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)

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Mechatron
Posts: 14
Joined: Sat Mar 07, 2015 9:22 pm

Re: Combined_Arms, exotic weaponry galore

Post by Mechatron »

I just started playing this mod. Haven't been able to use the other weapons much because of Lilk's axe. Between the primary's explosive throw and melee use, and the secondary's homing boomerang act there hasn't been much need of the other weapons, even on nightmare skill. Sometimes I do use the gauntlets when the axe needs a recharge.

Haven't tried it on other maps/monsters yet so maybe the other guns will come into play there.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Combined_Arms, exotic weaponry galore

Post by FaggoStorm »

I tried this in Deathmatch but EVERY shoot that my weapons fired pierced through the enemies.

Is this a bug or intensional?
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Combine_Kegan
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Location: Hopelessly stuck in the past

Re: Combined_Arms, exotic weaponry galore

Post by Combine_Kegan »

FaggoStorm wrote:I tried this in Deathmatch but EVERY shoot that my weapons fired pierced through the enemies.

Is this a bug or intensional?
Oh crap, that's probably because all of the player fired projectiles share the same species as the player themselves, I designed this to be co-op friendly first. I'm sure it'd be a simple fix to make it DM compatible, though I'm not sure if you'd want to, a lot of those weapons would one shot players very, very easily.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Combined_Arms, exotic weaponry galore

Post by FaggoStorm »

If the weapons are so OP, I could simply use Custom Doom and make the weapons do less damage.
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chronoteeth
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Re: Combined_Arms, exotic weaponry galore

Post by chronoteeth »

man do i want more of this

i love the unconventional weapons to a T, they're just too much fun.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Combined_Arms, exotic weaponry galore

Post by FaggoStorm »

OKAY, im starting to go insane.

I REALLY want to play this with Deathmatch.

How can I do that "simple fix"?

(im not going to give my fix to the public, it will be of personal use... but maybe I will give it to my brother so he can play with me)
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dljosef
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Re: Combined_Arms, exotic weaponry galore

Post by dljosef »

Ok, there's one question I need to ask.
Spoiler:
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Cardboard Marty
Posts: 1149
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Graphics Processor: nVidia with Vulkan support
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Re: Combined_Arms, exotic weaponry galore

Post by Cardboard Marty »

dljosef wrote:Ok, there's one question I need to ask.
Absolutely. It doesn't use a fire key like the rest of the weapons, instead...
Spoiler:
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Lime
Posts: 128
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Re: Combined_Arms, exotic weaponry galore

Post by Lime »

Huh, I Suspect to find one of the Oddest Arsenals, And I have found it! What are the ODDS? Also it's fun.
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mentha
Posts: 65
Joined: Fri Aug 30, 2013 4:56 pm

Re: Combined_Arms, exotic weaponry galore

Post by mentha »

KEGAN YOU DID A GREAT JOB I LOVE THIS. i don't have all the weapons yet but the alt fire on the shotgun is sublime.
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michael9r9r
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Location: A can of soup in your nearest walmart.

Re: Combined_Arms, exotic weaponry galore

Post by michael9r9r »

Fantastic work on this, having a blast. I laughed my ass off when I saw the Plakanomicon for the first time. I feel like you could do a magic themed weapon pack really well.
DoomGuy420
Posts: 3
Joined: Sat Jun 11, 2016 11:09 am

Re: Combined_Arms, exotic weaponry galore

Post by DoomGuy420 »

loved the plakinomicon! the havoc rebounder was fun to bounce around cyberdemons and flare gun was complicated to use :D

maybe you could do a elemental magic book (fire water grass psychic and etc :D)
JohnnyTheWolf
Posts: 1145
Joined: Mon Oct 05, 2015 8:37 am

Re: Combined_Arms, exotic weaponry galore

Post by JohnnyTheWolf »

Pretty, pretty good mod indeed!

The only thing I dislike is the fact that the Pistol does not use ammo: it is already much faster and stronger than the default pistol and, with weapon such as the Axe, the Daibatana and the Gnasher's altfire, it feels a bit too much. Doom games tend to be already very generous in terms of ammunition, so I really do not see the point of infinite ammo.
JohnnyTheWolf
Posts: 1145
Joined: Mon Oct 05, 2015 8:37 am

Re: Combined_Arms, exotic weaponry galore

Post by JohnnyTheWolf »

However, if there is one thing I absolutely love about this mod, it is the Shotgun - more specifically its altfire. Doom games are generally far too generous in terms of shotgun shells, so it is nice to finally have a weapon that encourages you to take advantage of such abundance. Also, the loading animation and the resulting kickback are just so ridiculously, yet unapologetically over the top, it is awesome! :D

Basically, it is the kind of zaniness Doom 2016 desperately needs.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Combined_Arms, exotic weaponry galore

Post by StatisticalHourglass »

Had a lot of fun with this, enjoyed very much the axe, as well as the shotgun and particle cannon, especially how the alt fire interacts with the enviroment, also the nailgun was fun to use.
the sounds were all very good, and the voices really gave it a nice touch.
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