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

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Frozenwolf150
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Frozenwolf150 »

ZikShadow wrote:I find that i always ended up with these guns when i'm the Technician, it's pretty much the best combination for a lot of megawads if and when you find the necessary modpacks (even easier if i play with DRPG, where one can literally buy modpacks).
Spoiler:
Though i do wonder if there's a way to randomize/mix up the assembly lists so that the map/lists pickups aren't rendered useless when you've found your favorite selections.

Then again, one can just play with their own set limitations, so it's not THAT needed badly.
I'm already using the 2nd, 5th, and 6th weapons you mentioned. For the shotgun, I tend to favor the Conqueror because it has a larger magazine and faster reload, though I suppose I should give the other one a chance. I was using the 4th weapon on your list, until I realized it exacerbated the runaway script crash in DRPG, since it apparently conflicts with the turret feature. I'm not using said feature anymore (very glitchy) so maybe I can break it out again.

Currently I'm also using the Cluster Bomb Launcher because it has an interesting feature. If you aim high, it can hit enemies on the other side of walls. I use it to clear out monster closets preemptively.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Voltgun can mow down crowds of imps and zombies, and can murder fat enemies with ease. It's range is low but it's strong. Especially if you're a technician. Plasma refractor is best on narrow areas and I find them effective if you aim them at the ground.

Plasma Cannon is underwhelming but it acts as a knockoff Tristar Blaster if you have a Xaser powerarmor. Yes, the armor also works with the Plasma Cannon. But I'd choose Plascharge over it anyday.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Thexare »

Frozenwolf150 wrote:I could use some advice. I'm playing a Technician and I need a big energy gun, so I'm trying to figure out which of the assembled energy weapons is the most effective. I've been trying to test them all, but some of the master assemblies are rather disappointing, in that I can't quite find a use for them. Here's what I've found so far.

Zeus Cannon - Probably my favorite big energy gun. It's cheap to build, responsive, has decent power, and lets you kill enemies around corners and over walls so you don't have to expose yourself to danger. The one downside is that the clip is only good for 2 shots.
This is likely not going to be relevant for most players, but the Zeus Cannon is annoying as fuck in co-op, because it keeps pushing people around. Effective in single-player though.

The Mother-in-Law has a similar, but much bigger problem.

My go-to Technician master assembly is a Nanomachic Plasma Rifle. Nothing fancy, it's a plasma rifle with infinite ammo and the Technician bonus makes it 50% stronger. If you prefer something less spammy, I've had good single-target annihilation from the Gauss Rifle.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Pokky »

Frozenwolf150 wrote: Zeus Cannon - Probably my favorite big energy gun. It's cheap to build, responsive, has decent power, and lets you kill enemies around corners and over walls so you don't have to expose yourself to danger.
It's really not effective against bosses though. By the time you managed to kill them, you would have waste a lot of precious energy ammo.

The charge time for the VBFG9000 is not as bad as it sounds, I usually chose this over the high power bfg9000 simply for the reliable damage and better range.

I understand that the biggest f***ing gun can throw you off but this weapon does required a lot of practice in order to get the timing right. It's still one of the most powerful weapon despite it's ridiculous long charge time.

The Voltgun is really good at killing boss if you could get close to a cyberdemon without being stomped.

Have you tried combining the nanomachic tristar blaster with the complete set of the cerberus armor? Maybe this will up it's effectiveness.
Last edited by Pokky on Fri Aug 26, 2016 12:59 am, edited 1 time in total.
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

If you can make the Gauss Rifle, Heavy Pulse Blaster, or Overcharge Blaster, you're probably in good standing for most of the game. I love the Megaton over the Conqueror because it's far more ammo-efficient (quickly take down most Arch-Vile variants with only three shells).
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

comet1337 wrote:assemble 6 different multi-shot shotguns
load all, fire and swap from weakest to strongest
destroy bosses
i'm assuming
ye
Frozenwolf150 wrote:Plasma Refractor - I could not figure out how to use this. I tried firing it into a group of enemies, but due to the randomness of the dispersal, it only killed the weakest zombies. I tried firing it directly at an enemy, and it did do a lot of damage, but not if my aim is off by the slightest.
Gotta be more observant, m8. The beam passes through enemies harmlessly, to use the refractor properly, you've gotta shoot at the floor underneath monsters.
Frozenwolf150 wrote:Plasma Cannon - I couldn't find a use for this either. The shots are too weak, too slow, and will hurt you if you don't keep your distance. I would only consider using it if it were a rapid fire weapon.
u fookin wot m8
4thcharacter wrote:Plasma Cannon is underwhelming
u fookin wot m8
bunch o' lunatechs right hyar
Thexare wrote:This is likely not going to be relevant for most players, but the Zeus Cannon is annoying as fuck in co-op, because it keeps pushing people around.
Eheheheehehehehehehe
So much fun.
wildweasel wrote:I love the Megaton over the Conqueror because it's far more ammo-efficient (quickly take down most Arch-Vile variants with only three shells).
Pretty much, yeah. One's more efficient, the other is more adaptable. It's a nice duality they have going for themselves.


In other news, I only have one more monster to make in the monsterpack now, as I finished the De-vile up almost completely yesterday. It is obnoxious and horrifying, so I guess I got it pretty much perfect.
CRAZY MOTIVATION POWER, DON'T STOP NOW
CHOO CHOO NEXT STOP GETTING OTHER SHIT DONE
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Frozenwolf150
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Frozenwolf150 »

Pokky wrote:
Frozenwolf150 wrote: Zeus Cannon - Probably my favorite big energy gun. It's cheap to build, responsive, has decent power, and lets you kill enemies around corners and over walls so you don't have to expose yourself to danger.
It's really not effective against bosses though. By the time you managed to kill them, you would have waste a lot of precious energy ammo.
It's not really for bosses though, as I tend to use the Anti-Materiel Rifle against single strong targets. But yeah, I have noticed that the Zeus Cannon does jack-all to the shadow creatures from DRPG.
Pokky wrote:I understand that the biggest f***ing gun can throw you off but this weapon does required a lot of practice in order to get the timing right. It's still one of the most powerful weapon despite it's ridiculous long charge time.
Maybe I'll give it another go. DRPG lets you go invisible and freeze time, so that could buy me the opening I need.
Pokky wrote:The Voltgun is really good at killing boss if you could get close to a cyberdemon without being stomped.
I suppose I could try this against a megaboss or shadow creature, although it's going to be very hard to get close to the latter, because even with invulnerability you will get knocked across the room if one of their shots connects.
Pokky wrote:Have you tried combining the nanomachic tristar blaster with the complete set of the cerberus armor? Maybe this will up it's effectiveness.
Wait, Cerberus Armor? I didn't know that affected energy weapons. I did get one early on, and wore it with the Cerberus Boots, but I didn't see any benefits. Am I thinking of the wrong items?
wildweasel wrote:If you can make the Gauss Rifle, Heavy Pulse Blaster, or Overcharge Blaster, you're probably in good standing for most of the game. I love the Megaton over the Conqueror because it's far more ammo-efficient (quickly take down most Arch-Vile variants with only three shells).
I didn't care for the Gauss Rifle because, while doing comparable damage to the Anti-Materiel Rifle, it has a much slower firing rate. I did experiment with the blaster assemblies at one point, but they didn't do enough damage for my liking.
Yholl wrote:
Frozenwolf150 wrote:Plasma Refractor - I could not figure out how to use this. I tried firing it into a group of enemies, but due to the randomness of the dispersal, it only killed the weakest zombies. I tried firing it directly at an enemy, and it did do a lot of damage, but not if my aim is off by the slightest.
Gotta be more observant, m8. The beam passes through enemies harmlessly, to use the refractor properly, you've gotta shoot at the floor underneath monsters.
That's what I ended up doing, but I forgot to mention. It works fine against weaker monsters, but hell knight variants and anything stronger require more than one shot.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Yholl wrote:
4thcharacter wrote:Plasma Cannon is underwhelming
u fookin wot m8
bunch o' lunatechs right hyar

I dunno, I think it's because Plascharge seems to be better when it comes to tearing asses apart and it has wider coverage. The only downside is you need to be more careful and the usual reloading. Even then the reload time isn't that horribly long.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:I dunno, I think it's because Plascharge seems to be better when it comes to tearing asses apart and it has wider coverage. The only downside is you need to be more careful and the usual reloading. Even then the reload time isn't that horribly long.
Oh right, forgot about the fact that the Plascharge Launcher's damage is completely incorrect in the public build.
Expect it to be way less powerful in the next update, as the explosions were not scaling properly and doing colossal amounts of damage.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Pokky »

Frozenwolf150 wrote:Maybe I'll give it another go. DRPG lets you go invisible and freeze time, so that could buy me the opening I need.
Oh, you're playing this with DRPG? For shadow monsters or monsters with really high regeneration stat, this weapon is not for rushing. Just get a unique weapon like a Particle Beam Cannon or high damage master assemblies like the anti-materiel rifle. Just use the bfg for crowd control.
Wait, Cerberus Armor? I didn't know that affected energy weapons. I did get one early on, and wore it with the Cerberus Boots, but I didn't see any benefits. Am I thinking of the wrong items?
The cerberus set only worked with the tristar blaster and the assembled tristar blaster. Check the armor page to see if the bonus was activated.
Spoiler: Image
I also recalled that the voltgun will not make the monsters drop credits. It's been too long since I'm playing this with DRPG.
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Frozenwolf150
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Frozenwolf150 »

Pokky wrote:The cerberus set only worked with the tristar blaster and the assembled tristar blaster. Check the armor page to see if the bonus was activated.
Spoiler: Image
Yeah, I had both equipped, and my armor page did not indicate any bonus at all. I suspect this feature was excluded from DRPG. Which is odd because all other armor set bonuses work.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Frozenwolf150 wrote:Yeah, I had both equipped, and my armor page did not indicate any bonus at all.
There's your problem right there. Trinity Guardian is a 3-piece set, not 2; Cerberus Boots, Cerberus Armor, and any Tristar Blaster.

If for whatever reason you have these and not the set bonus, simply take them off and put them back on to refresh it.
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Frozenwolf150
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Frozenwolf150 »

Pokky wrote:Oh, you're playing this with DRPG? For shadow monsters or monsters with really high regeneration stat, this weapon is not for rushing. Just get a unique weapon like a Particle Beam Cannon or high damage master assemblies like the anti-materiel rifle. Just use the bfg for crowd control.
I tested all the BFG variants, and found that the High Power BFG is actually the most dependable. It seems to do the same average damage as the VBFG9000 without the long charge time (according to the damage popoffs) and shadow creatures can't resist or reflect it.
Pokky wrote:The cerberus set only worked with the tristar blaster and the assembled tristar blaster. Check the armor page to see if the bonus was activated.
Yeah, I should have read the in-game description. Unfortunately, this would only be useful if you get them early on.
Pokky wrote:I also recalled that the voltgun will not make the monsters drop credits. It's been too long since I'm playing this with DRPG.
It did for me, but the problem is still that it's too weak to warrant rushing into close range. I tested this on a Nightmare Cyberdemon and it still took forever to kill. The Autocannon killed it faster than the Voltgun.
Yholl wrote:
4thcharacter wrote:I dunno, I think it's because Plascharge seems to be better when it comes to tearing asses apart and it has wider coverage. The only downside is you need to be more careful and the usual reloading. Even then the reload time isn't that horribly long.
Oh right, forgot about the fact that the Plascharge Launcher's damage is completely incorrect in the public build.
Expect it to be way less powerful in the next update, as the explosions were not scaling properly and doing colossal amounts of damage.
I started using the Plascharge Launcher regardless, as it's one of 3 weapons I know of that can hit enemies through walls. It has a faster reload time than the Cluster Bomb Launcher, and is far more ammo efficient than the Defense Drone Launcher.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

the VBFG is definitely stronger than the high power one. it does more damage, and has more tracers that works at a wider area, meaning you can kill more enemies in a group with it, and i think even one-shot Cybies if you're good enough at predicting their movement. it also can be modded to do more damage, or fire 3 shots, while the HP one can only fire two shots at best. the longer firing time is made up for the better crowd control i feel.
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Frozenwolf150
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Frozenwolf150 »

Viscra Maelstrom wrote:the VBFG is definitely stronger than the high power one. it does more damage, and has more tracers that works at a wider area, meaning you can kill more enemies in a group with it, and i think even one-shot Cybies if you're good enough at predicting their movement. it also can be modded to do more damage, or fire 3 shots, while the HP one can only fire two shots at best. the longer firing time is made up for the better crowd control i feel.
I thought you couldn't add modpacks to an assembled weapon. How do you get this to work? (Edit: NVM, I was testing it on the wrong assemblies.)

I still found that the HP BFG has a higher DPS, since there's no firing delay. In DRPG you can increase your weapon speed up to 2x, so you can get off several shots quickly, however it won't mitigate the charge-up time of the VBFG. I'll have to test out the VBFG some more though.

Mind you, this quickly became moot in my latest game, as I managed to get a BFG Infinity on the second map, thanks to the Hell Unleashed event in DRPG. (I then subsequently wasted it by adding the wrong mod-- I assumed Firestorm would increase its destructive power, but the spread of scythes isn't anywhere near as strong as the fully upgraded Unmaker.)
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