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]
MANY WORDS AAAA
SUCH RESPONSE
Hokay, I will buff basic effects on Unique+ weaponry.
Had fun just now learning how broken Playerpawn firing animations are in 2.8.1, that was fuuuuuuuuuuuuuuuuuuuun with a capital HATRED.
Now I've gotta work out why two identical things are doing different things. ZDoom is being very FUN today.
Ryan's fancying up the PDA some more, very nice mod description stuff in there now, very snazzy.
also brb nerfing AMR
as for the "wimpy" uniques, all but the Baron Blaster have been revamped already, heh, so don't pass them over in 1.1.
			
			
									
						
										
						SUCH RESPONSE
Hokay, I will buff basic effects on Unique+ weaponry.
Had fun just now learning how broken Playerpawn firing animations are in 2.8.1, that was fuuuuuuuuuuuuuuuuuuuun with a capital HATRED.
Now I've gotta work out why two identical things are doing different things. ZDoom is being very FUN today.
Ryan's fancying up the PDA some more, very nice mod description stuff in there now, very snazzy.
also brb nerfing AMR
as for the "wimpy" uniques, all but the Baron Blaster have been revamped already, heh, so don't pass them over in 1.1.
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
well, not all uniques are wimpy. have you tried F-modding a Quad Shotgun as a Renegade? everything just explodes into blood at that point sans boss enemies.
			
			
									
						
										
						Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I'm so unlucky with finding uniques that I don't even know what most of them do because I only find them while I'm using a class who has no use for them. Same with demonic ones. I don't think that I've ever even found a legendary weapon. Also just finished Plutonia as the Renegade and my luck with armour was so bad that literally every armour pickup was either Security or Combat armour, somehow.
Speaking of weapon tiers, is it only standard weapons that get auto-used for ammo or is it exotic ones, too? If it's only standard, I've noticed that you pick up a few exotic weapons like the Super Shotgun and Uzi for ammo automatically. If not, disregard that, of course.
and I'm sure that no sane person would have much of a reason to use the Nuclear Onslaught as the Renegade, but it doesn't seem to use his instant weapon switch perk.
			
			
									
						
										
						Speaking of weapon tiers, is it only standard weapons that get auto-used for ammo or is it exotic ones, too? If it's only standard, I've noticed that you pick up a few exotic weapons like the Super Shotgun and Uzi for ammo automatically. If not, disregard that, of course.
and I'm sure that no sane person would have much of a reason to use the Nuclear Onslaught as the Renegade, but it doesn't seem to use his instant weapon switch perk.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yeah, obviously. I was talking about the ones you mentioned. Had a coop game last night, my Scout friend got the Trigun on the first level, used it for the rest of the 30 level game. Almost never used other guns. That game was ridiculous for RNG, we even found The Bee.Viscra Maelstrom wrote:well, not all uniques are wimpy.
Holding down Reload will eat guns on the ground for ammo, otherwise everything Rocket Launcher and above will not be eaten unless you have one.Take One wrote:Speaking of weapon tiers, is it only standard weapons that get auto-used for ammo or is it exotic ones, too? If it's only standard, I've noticed that you pick up a few exotic weapons like the Super Shotgun and Uzi for ammo automatically. If not, disregard that, of course.
That being said, there is a weird friggin bug that's been around for ages with the Hunting Shotgun just getting eaten for ammo no matter what, and I'm still no closer to finding out why.
Nuclear Onslaught is stronk no matter who you are, and yes, it does indeed use instant weapon switch. To other guns.Take One wrote:and I'm sure that no sane person would have much of a reason to use the Nuclear Onslaught as the Renegade, but it doesn't seem to use his instant weapon switch perk.
- Viscra Maelstrom
 - Posts: 6200
 - Joined: Thu Dec 04, 2008 1:14 am
 - Location: plergleland
 
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Nuclear Onslaught 4 life. it might be a bit TOO good for a Marine, though (infinite plasma rifle firing action, anyone?)
edit: it's nice to see the uniques have been re-balanced in the next version, too. that makes me much more eager to get them when it comes out.
			
			
									
						
										
						edit: it's nice to see the uniques have been re-balanced in the next version, too. that makes me much more eager to get them when it comes out.
- 4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I hope the nerf is not too heavy given the modpacks you need to create it.Yholl wrote:also brb nerfing AMR
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Some of them have, not all, mostly the ones you mentioned and a few others.Viscra Maelstrom wrote:it's nice to see the uniques have been re-balanced in the next version, too. that makes me much more eager to get them when it comes out.
i herd u liek -40% damage4thcharacter wrote:I hope the nerf is not too heavy given the modpacks you need to create it.
- 4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
It can kill the red spidermind from CH with it just consuming < 100 clips, possibly even less against a nightmare cybie. So methinks it kinda deserves a nerf, but I can't help but think the two sniper mods needed to build it since those things verge on between being rare and common, unlike the other two rarer modpacks.
Also, there's the technician making it a total game breaker w/ his big damage bonus on master assemblies and he has the answer to those rare modpacks.
			
			
									
						
										
						Also, there's the technician making it a total game breaker w/ his big damage bonus on master assemblies and he has the answer to those rare modpacks.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
reporting Bug
Onyx modding an Repulsion Shield Armour will cause its repulsion ability to become permanent on the player, even when armour is removed, destroyed or wearing other special ability armours...
Repulsion effect is extremely terrifying as it will cause monsters which collide each other to infight (same species as well) and the collision damage is capable of killing some monsters gruesomely with single use(even Archviles get gibbed).
			
			
									
						
										
						Onyx modding an Repulsion Shield Armour will cause its repulsion ability to become permanent on the player, even when armour is removed, destroyed or wearing other special ability armours...
Repulsion effect is extremely terrifying as it will cause monsters which collide each other to infight (same species as well) and the collision damage is capable of killing some monsters gruesomely with single use(even Archviles get gibbed).
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Been playing a bit more, have a few more thoughts:
Assault Plasma Rifle just doesn't feel worth it. Maybe for a Technician, but even that's pushing it - I'd rather go for Nanomachic there since for a Tech, a Nano mod is feasible. For anyone else it doesn't do enough damage to offset how slow it is.
Actually I'm not sure any of the assault variants are really worthwhile as-is.
I also feel like the PP7 should accept the Silencer assembly, though I'm not sure what that assembly actually does in practice...
			
			
									
						
										
						Assault Plasma Rifle just doesn't feel worth it. Maybe for a Technician, but even that's pushing it - I'd rather go for Nanomachic there since for a Tech, a Nano mod is feasible. For anyone else it doesn't do enough damage to offset how slow it is.
Actually I'm not sure any of the assault variants are really worthwhile as-is.
I also feel like the PP7 should accept the Silencer assembly, though I'm not sure what that assembly actually does in practice...
- Viscra Maelstrom
 - Posts: 6200
 - Joined: Thu Dec 04, 2008 1:14 am
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
i believe the Repulsion Wave Suit is fixed in the upcoming release. there's a console command you can enter to remove the armor's special from when you remove it, i forgot what it exactly was though.
Assault weapons are generally more useful when ammo is tight. an Assault Plasma Rifle is pretty powerful, and uses up a very low amount of cells, which can make it ideal in some cases. when there's more ammo to go by, though, i think the Burst assembly is better. Technician can accumulate a large quantity of mods anyway, so making random assemblies when you have the appropriate mods isn't a bad idea. PP7 i think is getting a silencer assembly in a later release.
now for a few thoughts from me...
i think the fire weakness for Ballistic Armor should be lowered. given the large amount of enemies doing fire damage to you, it makes wearing the armor a deathtrap, more often than not. the Fireproof armor's weakness isn't as much of a handicap, due to melee damage being easier to avoid, but the Ballistic Armor is a bit hard to find much use of.
could the Energy Discharge Harness get a buff? i'm thinking it could get a 5% boost to fire and plasma resistance for each level it gains, up to a maximum of 50% when fully charged. then it'd give you a bit more strategic use out of it, i think, since unloading the energy would reset the resistance back to its original value.
on a similar note, the Psychic Amplifier suit could maybe have the fear effect last a bit longer, or have the armor special cooldown lowered? it's not a particularly strong piece of armor anyway, and removing it hurts you, so having more incentive to unleash the fear effect could be nice.
do Renegade get a buff out of the MIRV Launcher? i feel like he does get a buff with it (since the gun fires multiple rockets), but the weapon info page doesn't specify that. maybe the Voltgun could have him fire out more lighting bolts as well, though it might be just a bit too powerful for him.
if you leave the level while still having turrets deployed with the Frontline Engineer Suit, you lose the ability to deploy turrets in later levels.
if you put an exotic mod on a Demonic weapon with no artifacts applied to it, Technician cannot scrap it for an artifact anymore, and just gets a mod out of it. maybe it should spit out both the mod applied and an artifact in this case?
i dunno if this helps, but regarding the Hunting Shotgun always being hoovered up for ammo when you walk over it, i recall one point where i had dropped a modded Hunting Shotgun on the ground, and it didn't automatically get turned into ammo when i walked over it.
			
			
									
						
										
						Assault weapons are generally more useful when ammo is tight. an Assault Plasma Rifle is pretty powerful, and uses up a very low amount of cells, which can make it ideal in some cases. when there's more ammo to go by, though, i think the Burst assembly is better. Technician can accumulate a large quantity of mods anyway, so making random assemblies when you have the appropriate mods isn't a bad idea. PP7 i think is getting a silencer assembly in a later release.
now for a few thoughts from me...
i think the fire weakness for Ballistic Armor should be lowered. given the large amount of enemies doing fire damage to you, it makes wearing the armor a deathtrap, more often than not. the Fireproof armor's weakness isn't as much of a handicap, due to melee damage being easier to avoid, but the Ballistic Armor is a bit hard to find much use of.
could the Energy Discharge Harness get a buff? i'm thinking it could get a 5% boost to fire and plasma resistance for each level it gains, up to a maximum of 50% when fully charged. then it'd give you a bit more strategic use out of it, i think, since unloading the energy would reset the resistance back to its original value.
on a similar note, the Psychic Amplifier suit could maybe have the fear effect last a bit longer, or have the armor special cooldown lowered? it's not a particularly strong piece of armor anyway, and removing it hurts you, so having more incentive to unleash the fear effect could be nice.
do Renegade get a buff out of the MIRV Launcher? i feel like he does get a buff with it (since the gun fires multiple rockets), but the weapon info page doesn't specify that. maybe the Voltgun could have him fire out more lighting bolts as well, though it might be just a bit too powerful for him.
if you leave the level while still having turrets deployed with the Frontline Engineer Suit, you lose the ability to deploy turrets in later levels.
if you put an exotic mod on a Demonic weapon with no artifacts applied to it, Technician cannot scrap it for an artifact anymore, and just gets a mod out of it. maybe it should spit out both the mod applied and an artifact in this case?
i dunno if this helps, but regarding the Hunting Shotgun always being hoovered up for ammo when you walk over it, i recall one point where i had dropped a modded Hunting Shotgun on the ground, and it didn't automatically get turned into ammo when i walked over it.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Thank you for sharing this, I just got the full armour set and will make sure to destroy any turrets before leaving level (tho the info says different types of turrets are available but only one type is deployed?)Viscra Maelstrom wrote: if you leave the level while still having turrets deployed with the Frontline Engineer Suit, you lose the ability to deploy turrets in later levels.
and it seems that deploying two turrets will cause double cool downtimes to occur which.
also turrets can betray you if they are "tinkered" by an Electrovile.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
hokayViscra Maelstrom wrote:i think the fire weakness for Ballistic Armor should be lowered.
nyetViscra Maelstrom wrote:could the Energy Discharge Harness get a buff?
otayViscra Maelstrom wrote:on a similar note, the Psychic Amplifier suit could maybe have the fear effect last a bit longer, or have the armor special cooldown lowered?
yeViscra Maelstrom wrote:do Renegade get a buff out of the MIRV Launcher?
Cannot reproduce. The turrets are designed in such a way that this does not happen.Viscra Maelstrom wrote:if you leave the level while still having turrets deployed with the Frontline Engineer Suit, you lose the ability to deploy turrets in later levels.
what a shameViscra Maelstrom wrote:if you put an exotic mod on a Demonic weapon with no artifacts applied to it, Technician cannot scrap it for an artifact anymore, and just gets a mod out of it.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Type this in the consoleMachine-Reaper wrote:Oynx repulsion armor bug.
Code: Select all
take RLOModRepulsionWaveSuitArmorBonusAbout the tactical assembler set, if the restorer was destroyed, you would not be able to deploy another one even after the armor special cooldown time. Bug?
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
No, they are always referred to as Shotguns. You aren't going to find the issue, it's utterly cthulhian in nature.Pokky wrote:I'd just noticed something in the marathon shotgun. It said "shotguns" even if you only have just one. Is this the one that caused the dual shotguns unable to be modded?
Like the turrets in the post above, these items are designed in a way that this does not happen. I cannot reproduce this.Pokky wrote:About the tactical assembler set, if the restorer was destroyed, you would not be able to deploy another one even after the armor special cooldown time. Bug?

