DoomRL Arsenal - [1.1.5] [MP-B7.3]
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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 - [1.05] [MP-B6.2]
Behaviourwise, yes. But I'm sure they could be worked into something interesting - if not for the graphics alone, and then work the weapon into something vastly different.
I'm interested to know what's coming in 1.1. It sounds like there'll be some cool things to look forward to.
I'm interested to know what's coming in 1.1. It sounds like there'll be some cool things to look forward to.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
tl;dr - The scout is the only class who's "exceptional" at something, whereas everyone else seems to simply be "above average" to "good."
If levels were made specifically for DRLA, some of the other perks could be more valuable, but as long as maps are built around Doomguy, some of the perks just don't really help in the way they might've in the source material.
Automatic - Your weapons can shoot longer, but don't kill anything faster. If the map has enough ammo to kill the horde, this perk translates into "more ammo left on the ground."
(The "Powerups last longer" perk is similar - maps tend to be designed with powerups in position to last long enough for their use, the extra time can often end up either wasted between encounters, or completely lost as you find your way to the next powerup).
Pistols - 5x-8x damage with several very, very powerful guns, ensuring that almost any boss-type encounter is significantly easier, while the other guns still work *almost* as well against crowds as they do for the other classes. Meanwhile the additional runspeed significantly improves dodging certain attacks.
Modded - The extra damage on weapons has seemed really small every time I've seen it. 10%. There may be guns with more, but I haven't seen it. So something takes 10 hits instead of 11, that's not huge. The extra modpacks are *great* but stop being valuable once you've got the guns you liked modded. The perk literally disappears after a certain point. Same with the revealed assemblies if you record the ones you like.
Explosive - The lack of splash damage is great, but ideally you wouldn't be letting things get that close anyway. As long as you stand far enough back, it provides no bonus at all. The extra ammo is a similar situation to the Automatic weapons, though the benefit is at least more valuable here, since these kinds of ammo tend to at least be a bit rarer.
Shotgun - The instant weapon switch is *great* and can make a big difference in some situations. The 50% additional pellets can be valuable in crowd control, depending on the spread patterns, but with the wide variety of weapons, the weapons suitable for crowd control are pretty good anyway. Single target, 50% extra damage is nice (Man, I do love Steel Beast and Conqueror Shotgun) but in Doom shotguns are often a sort of in-between weapon. There just seem to be stronger single-target weapons, stronger group weapons, and generally the shotguns are fun but they don't necessarily shine. The armor bonus is great. Though with the cap, I *think* it gets lost on the better armors? I'm not 100% sure there.
Basically, from my perspective here, the Scout can use shotguns *almost* as well as the shotgunner, rockets *almost* as well as the demolitionist, etc, etc. But nobody can use pistols as close to as well as the Scout.
If levels were made specifically for DRLA, some of the other perks could be more valuable, but as long as maps are built around Doomguy, some of the perks just don't really help in the way they might've in the source material.
Yeah, I get that. But like... think about it like this. You have people who specialize in various weapon types: Automatic, Pistols, Modded, Explosive, and Shotguns.Yholl wrote:People often think this. What they forget is that Scout's bonus only applies to slow-firing pistol weapons.
He doesn't get 800% extra damage on a spray'n'pray machinegun, or a big boom rocket launcher. He gets bonuses to the most unwieldy weapons in the game. Sure, there are some very powerful pistols available, but for the most part, people will generally use other weapons over pistols.
Automatic - Your weapons can shoot longer, but don't kill anything faster. If the map has enough ammo to kill the horde, this perk translates into "more ammo left on the ground."
(The "Powerups last longer" perk is similar - maps tend to be designed with powerups in position to last long enough for their use, the extra time can often end up either wasted between encounters, or completely lost as you find your way to the next powerup).
Pistols - 5x-8x damage with several very, very powerful guns, ensuring that almost any boss-type encounter is significantly easier, while the other guns still work *almost* as well against crowds as they do for the other classes. Meanwhile the additional runspeed significantly improves dodging certain attacks.
Modded - The extra damage on weapons has seemed really small every time I've seen it. 10%. There may be guns with more, but I haven't seen it. So something takes 10 hits instead of 11, that's not huge. The extra modpacks are *great* but stop being valuable once you've got the guns you liked modded. The perk literally disappears after a certain point. Same with the revealed assemblies if you record the ones you like.
Explosive - The lack of splash damage is great, but ideally you wouldn't be letting things get that close anyway. As long as you stand far enough back, it provides no bonus at all. The extra ammo is a similar situation to the Automatic weapons, though the benefit is at least more valuable here, since these kinds of ammo tend to at least be a bit rarer.
Shotgun - The instant weapon switch is *great* and can make a big difference in some situations. The 50% additional pellets can be valuable in crowd control, depending on the spread patterns, but with the wide variety of weapons, the weapons suitable for crowd control are pretty good anyway. Single target, 50% extra damage is nice (Man, I do love Steel Beast and Conqueror Shotgun) but in Doom shotguns are often a sort of in-between weapon. There just seem to be stronger single-target weapons, stronger group weapons, and generally the shotguns are fun but they don't necessarily shine. The armor bonus is great. Though with the cap, I *think* it gets lost on the better armors? I'm not 100% sure there.
Basically, from my perspective here, the Scout can use shotguns *almost* as well as the shotgunner, rockets *almost* as well as the demolitionist, etc, etc. But nobody can use pistols as close to as well as the Scout.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Scales by mod count for assembly - Master assemblies (four mods) get 50% extra damage. A Nanomachic Plasma Rifle is pretty crazy.DarkkOne wrote: Modded - The extra damage on weapons has seemed really small every time I've seen it. 10%. There may be guns with more, but I haven't seen it.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That's a bit better. And since it scales up so that stronger weapons are the ones that become stronger, works pretty well.Thexare wrote:Scales by mod count for assembly - Master assemblies (four mods) get 50% extra damage. A Nanomachic Plasma Rifle is pretty crazy.DarkkOne wrote: Modded - The extra damage on weapons has seemed really small every time I've seen it. 10%. There may be guns with more, but I haven't seen it.
Depending on how the armor bonus on Renegade works, I may revise my statements to "Marine and Demolitionist seem very underpowered."
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I very much consider the Marine class to be only useful for a select few weapons. Early-game his ammo usage is great - but late game, if you get any nanomachic weapons then the Marine's perk becomes almost useless unless you're also hauling something like a Super Machinegun.
Renegade I would consider one of the best classes alongside the scout, almost purely for that instant weapon switch which can mean a lot more speed when dealing with different situations. The extra projectiles feels like a small added bonus compared to how the Renegade can always be ontop of a situation, always able to pull out the right weapon when it's needed. Master assemblies and other weapons can have quite a slow weapon switch, which - in a tight moment - can be the reason you die.
Renegade I would consider one of the best classes alongside the scout, almost purely for that instant weapon switch which can mean a lot more speed when dealing with different situations. The extra projectiles feels like a small added bonus compared to how the Renegade can always be ontop of a situation, always able to pull out the right weapon when it's needed. Master assemblies and other weapons can have quite a slow weapon switch, which - in a tight moment - can be the reason you die.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Does anyone have a list of all the weapon Assemblies in this mod? If you do thanks.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
DarkkOne, your complaints really read like you just haven't played that much yet. The techie is amazing with high-grade stuff like an anti-materiel rifle, the Demoman's ammo conservation is FANTASTIC on powerful cell-weapons like, off the top of my head, the Zeus Cannon (which is piss-easy to make, incidentally). The Scout is fantastic (for my money the best class, yeah), but there are many situations where you'll wish you had better rapid-fire options. The classes may not be "perfectly" balanced, but they're fine. They're just fine.
I swear this debate comes up every ten or so thread pages... I promise you if you feel a particular class is underpowered you just haven't found everything it has to offer yet.
I swear this debate comes up every ten or so thread pages... I promise you if you feel a particular class is underpowered you just haven't found everything it has to offer yet.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
ahahahahahaDarkkOne wrote:I may revise my statements to "Marine and Demolitionist seem very underpowered."
Oh wait, you're serious. Let me laugh even harder.
AHAHAHAHAHAHAHA
Do you have any idea how HUGE it is to have complete immunity to splash damage? Cyberdemons and Archviles aren't anywhere near as much of a threat. You can use rocket launchers and the Tristar Blaster (which is a seriously underrated weapon, BTW; its primary downside is that it's a spread weapon (works best at close range) with splash damage (kills you at close range)) without fear of a random Lost Soul charging into your face. Explosive barrels can be used as cover. If your grenade launcher bounces a shot off the underside of a window and straight back into your face, no problem. You can walk through ground fires unscathed. So many of the "enhanced" versions of monsters have nasty explosive attacks that you no longer have to worry about (Demo's really the only class that is well-equipped to survive Armageddon difficulty). No other class can do this.
You even get to start the game with a rocket launcher. Granted, this isn't much of a bonus if you're playing Doom 2, since that has one in the first map, but still.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Hi, I have a question about this skill called armor smashing.
I got a message that said "armor smashing skill increased to lvl2" when unequiping damaged armor. What does this skill do?
I got a message that said "armor smashing skill increased to lvl2" when unequiping damaged armor. What does this skill do?
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That sounds like it's related to DoomRPG, which this mod is not.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
My understanding was that DRLA and the Monster Pack were technically different mods, so I was addressing issues with DRLA. You may not know this if you haven't played them separately, but Armageddon doesn't exist in DRLA, it's only part of the monster pack.Ethril wrote:ahahahahahaDarkkOne wrote:I may revise my statements to "Marine and Demolitionist seem very underpowered."
Oh wait, you're serious. Let me laugh even harder.
AHAHAHAHAHAHAHA
Do you have any idea how HUGE it is to have complete immunity to splash damage? Cyberdemons and Archviles aren't anywhere near as much of a threat. You can use rocket launchers and the Tristar Blaster (which is a seriously underrated weapon, BTW; its primary downside is that it's a spread weapon (works best at close range) with splash damage (kills you at close range)) without fear of a random Lost Soul charging into your face. Explosive barrels can be used as cover. If your grenade launcher bounces a shot off the underside of a window and straight back into your face, no problem. You can walk through ground fires unscathed. So many of the "enhanced" versions of monsters have nasty explosive attacks that you no longer have to worry about (Demo's really the only class that is well-equipped to survive Armageddon difficulty). No other class can do this.
You even get to start the game with a rocket launcher. Granted, this isn't much of a bonus if you're playing Doom 2, since that has one in the first map, but still.
If DRLA is supposed to be its own mod, its balance issues need to be handled without the monster pack. Especially if you're meant to be able to play it in other situations at all. Then, the monster pack should be balanced around the already-balanced base mod.
So yes, the immunity to splash damage can mean a lot more with the monster pack critters, but it means a *lot* less without the add-on.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Pokky wrote:Hi, I have a question about this skill called armor smashing.
I got a message that said "armor smashing skill increased to lvl2" when unequiping damaged armor. What does this skill do?
Tanksy wrote:That sounds like it's related to DoomRPG, which this mod is not.

It's just the mod telling you in a vague and sarcastic way that you destroyed your armor because you took it off while it's not in mint condition.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Oh, right, makes sense. I thought it might be related to the skill in DRPG that allows you to scrap an armor into credits.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Has anyone also encountered empty and laughing supply crates or am I delusional?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
It's an easter egg. There are also crates full of ice cream, but I haven't seen one of those yet.