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

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KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

I don't see any reason to remove a player's options. What if you don't like any of the "upgrades"? What if you just want the same functionality and more damage or ammo? What if you would like the idea of using an exotic but you just want MORE POWER NOW for this ultra hard level. I think overall there's too many reasons why you could want to basic mod a unique to justify removing it, as well as seeing no benefit of doing so.
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Tranthula
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tranthula »

I really don't use basic mods for anything other than building assemblies, and if I need a good punch or two early on. Other than that, very little use other than more assemblies later on. Now, as far as removing that option, unless there's a huge vote or poll, I say leave it in, as I don't see any harm to be done unless someone SOMEHOW ends up using a basic mod on something that they didn't want modded. But that's why we have a nice little text box before modding anything (thank you, that's saved me from stupid mistakes multiple times xD )
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wildweasel
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

I'd actually put a bulk mod on the MA-75B if it had more of an effect. Or a Tech mod on the BFG10K. I kinda feel like the basic mods should have a more noticeable effect on weapons that can't take more than one mod, honestly.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Weasel is correct. Maybe double the effectiveness of basic mods for unique weapons?
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Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

KILLER2 wrote:Weasel is correct. Maybe double the effectiveness of basic mods for unique weapons?
OR instead have "Unique" weapon Assemblies???

that would pretty much make everyone happy :mrgreen:
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Umm...do you even realize what you're suggesting?
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

an exotic mod on a unique weapon is basically a similar effect as an assembly, anyway. like the BFG10k for instance, you can put some exotics on it to either make it auto-fire rather than burst fire, or make the shots not harm you. or Jackal & Casuall, where exotic mods give them stronger types of bullets.

i don't think removing the ability to basic mod rare weapons should be removed, but increasing their effectiveness would be nice. do you hope that luck will strike again, and wait for a rare mod to apply on your gun, but might not even get it at all; or do you go with a basic one, increasing its effectiveness in one area noticably, but removing the option to alter one of its properties in a unique way? there's only a couple of areas i can think of where basic mods are really worth it now (Quad Shotgun reload time, increasing clip-size on others), but they ARE rare guns, after all, give them a bit of a kick forward, so they'll compete fairly well with advanced and master assemblies.
DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

I have an idea myself, but it's probably gonna be controversial: Allow Uniques/Legendaries to take one Exotic Mod AND one Basic mod each.
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

On the topic of Uniques, I feel like the technician gets the shaft when I discover a unique weapon. He gets no bonus damage from them. I see a unique while playing as a technician and I get really excited that I finally find one on a run, only to remember it does fuck all. Also, why does the uzi always seem to drop a sniper modpack?
Funky Gnoll
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Funky Gnoll »

Technician doesn't get bonus damage for unique/legendary weapons, true, but he's more likely to have a special modpack for use with them.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Unique weapons are more like gimmick weapons for the Technician but he has his assemblies to deal heavy damage and to make up for it.

To vote on the subject of removing the basic modpacks on unique weapons, I say there's no harm in it so why remove it?

I'm also in favor of them having their effects twice as strong on unique weapons.
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Besides, if you're playing Technician and you find a Unique you don't want/need, you can always scrap it for a modpack. No other class can do that.
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TheGmanID
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by TheGmanID »

I honestly want to see more demonic and legendary weapons, I feel we need a good demonic shotty and legendary automatic weapon that'd support the bullet-chain skill for the marine.

That and I want all classes to have that light ray above loot that the technician has, the idea of walking past a legendary and not seeing it due to playing another class than the technician is just mortifying.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

yeah, Technicians can just scrap Unique weapons for powerful mods. this is usually more beneficial, as it gives you a tool to assemble something really powerful for him, while the other classes would probably just stick with the Unique gun if they benefitfrom it. it does lose its staying power, though, when you can have a random exotic mod pop out of any other Exotic gun with him. which is why i wish that exotic mods becomes rare to obtain in the next version, because as it is, it's usually way easier to find a rare mod than a rare gun, and assemblies using rare mods often outclass the much harder to find Uniques and above.

some of the Uniques does feel a bit wimpy, though. Quantum Tantrum Cannon is incredibly hard to aim in a way that would damage a lot of enemies with, Trigun i've never found a use for at all, Grammaton Cleric Beretta is honestly not much more powerful or versatile compared to a Combat Pistol or Handcannon (and yes the Marine can use it, but why would he ever use it?), and even the Baron Blaster has a huge drawback for being such a rare and otherwise powerful weapon.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

Viscra Maelstrom wrote:yeah, Technicians can just scrap Unique weapons for powerful mods. this is usually more beneficial, as it gives you a tool to assemble something really powerful for him, while the other classes would probably just stick with the Unique gun if they benefitfrom it. it does lose its staying power, though, when you can have a random exotic mod pop out of any other Exotic gun with him. which is why i wish that exotic mods becomes rare to obtain in the next version, because as it is, it's usually way easier to find a rare mod than a rare gun, and assemblies using rare mods often outclass the much harder to find Uniques and above.

some of the Uniques does feel a bit wimpy, though. Quantum Tantrum Cannon is incredibly hard to aim in a way that would damage a lot of enemies with, Trigun i've never found a use for at all, Grammaton Cleric Beretta is honestly not much more powerful or versatile compared to a Combat Pistol or Handcannon (and yes the Marine can use it, but why would he ever use it?), and even the Baron Blaster has a huge drawback for being such a rare and otherwise powerful weapon.
I have to agree on this as well, Unique/Legendary Weapons are somewhat weaker compared to assembled weapons (Marine with Double-Barreled Auto Shotgun = God of Shotguns) and big part of the reason is they are hard to come by compared to exotic mods which allow such weapons to be assembled, even I myself during my last play only came to use Hellsing/DMC guns at best and rest were assembled weapons,

Anti-Material Rifle is a Boss killer, Plascharge/Mother in Law Launcher is a Room Cleanser, Zeus Cannon is a plain Trolling Weapon.
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