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

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

Post by Tranthula »

Yholl wrote:Been trying to get stuff done lately, but it's really difficult to keep my motivation up. I'm trying though.
It's so worth to power through, just think of the sweet realization that, "Oh. I don't have to grudge through this for awhile. . ."
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

Why is demolition ammo so op jesus...
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MasterOfPuppets86
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MasterOfPuppets86 »

NotSoHazy wrote:Why is demolition ammo so op jesus...
Pretty sure it's because it's really goddamned hard to get all the modpacks for it.
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

MasterOfPuppets86 wrote:Pretty sure it's because it's really goddamned hard to get all the modpacks for it.
Nah, it's not.
Only one firestorm, and the other three mods are just basics. It's very easy to find and collect them all when you are playing as technician. And technician has highly increased damage for demo ammo weapons (as for the other assembled weapons). He has more damage with demo uzi (five shots to kill hellknight) than scout (seven shots to kill hellknight). This is complete facerolling imba even with drla monster pack and fast monsters.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

NotSoHazy wrote:
MasterOfPuppets86 wrote:Pretty sure it's because it's really goddamned hard to get all the modpacks for it.
Nah, it's not.
Only one firestorm, and the other three mods are just basics. It's very easy to find and collect them all when you are playing as technician. And technician has highly increased damage for demo ammo weapons (as for the other assembled weapons). He has more damage with demo uzi (five shots to kill hellknight) than scout (seven shots to kill hellknight). This is complete facerolling imba even with drla monster pack and fast monsters.

That's the point, technician is supposed to have easy access to the assemblies, even the master ones that require rare modpacks since he has no unique/demonic/legendary weapons that complement him except maybe one (which is clunky right now btw).
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

4thcharacter wrote:That's the point, technician is supposed to have easy access to the assemblies, even the master ones that require rare modpacks since he has no unique/demonic/legendary weapons that complement him except maybe one (which is clunky right now btw).
Are other classes have increased chance to find green/red/yellow weapons compared to technician? If not, we still have imba, because it's MUCH easier to find firestorm and craft demo than to find at least one green/red/yellow weapon (leastways with technician in back to saturn x).
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

NotSoHazy wrote:Are other classes have increased chance to find green/red/yellow weapons compared to technician?
Nope, but some of them have perks such as damage increase or decreased ammo consumption.
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

4thcharacter wrote:Nope, but some of them have perks such as damage increase or decreased ammo consumption.
Yeah i know
But this is not thing that make demo less op. Technician still have most high increased damage rate with demolition ammo, and it's still much easier to find a firestorm mod and craft demo, than to find rare weapons
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

i think the rarity of exotic mods is going to get turned up a notch in the next version? or am i recalling that wrong?
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

I don't know why you think exotic mods are easy to acquire. Throughout an entire playthrough of Back to Saturn X, I got 1 firestorm mod and 1 sniper mod. Got a Gauss rifle at the very end.
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

Doomguy914 wrote:I don't know why you think exotic mods are easy to acquire. Throughout an entire playthrough of Back to Saturn X, I got 1 firestorm mod and 1 sniper mod. Got a Gauss rifle at the very end.
Welp
I'm on map 12 and i'm already got 3 firestorms and 2 snipers
Didn't saw any nano, onyx or armor modpack tho
FaggoStorm
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by FaggoStorm »

NotSoHazy wrote:
Doomguy914 wrote:I don't know why you think exotic mods are easy to acquire. Throughout an entire playthrough of Back to Saturn X, I got 1 firestorm mod and 1 sniper mod. Got a Gauss rifle at the very end.
Welp
I'm on map 12 and i'm already got 3 firestorms and 2 snipers
Didn't saw any nano, onyx or armor modpack tho
All this conversation about mod packs remembered me of a Back To Saturn X Episode 2 run where I only found one exotic mod: a nano. It felt like the game hated me. However I will admit most of the time the game treats me like a god specially when it gives you enough mods to make 6 master assemblies without needing to be a technician.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Some bitching and moaning:

Can the Firestorm Revenant Launcher homing missiles be fixed? It's auto-homing capability can be annoying. I think there's a reason why automatic homing isn't used much, especially for projectiles that are as deadly and explosive. More often than not it ends up hitting the wall or killing the user.

Why not make the missiles home in monsters that are aimed with your crosshair like the nano-revenant launcher, but at the same time retaining the same sharp homing capability? I think that would be better.
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Machine-Reaper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Machine-Reaper »

I'm playing BTSX EP1 and got 1 Firestorm mod in an un-accessible area (No-clipped it) and now I''m carrying 4 sniper mods and just found a nano, and besides that I found two onyx mods and dumped one of them cause I need space for other mods...but during my last Sun-Lust gameplay I got upto to level 24 and found just a single Firestorm mod...
Kaeoschassis
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Kaeoschassis »

I'm sure luck does fluctuate from run to run and I'm sure many players have had one seriously bad run, luck-wise, but I personally cannot remember a single run where I was ever strapped for modpacks. Whether playing as a techie or not I can usually get the overpowered assembly I specifically want no problem at all, and often a couple others as bonuses. If I AM playing techie I will have six stupidly OP superweapons and an inventory full of modpacks - including a couple exotics - that I do not know what the heck to do with. Every time.

Spoilered this next bit for names of assemblies en mass.
Spoiler:
And let's be honest here, if you really do end up with no exotic mods, chances are you'll get something else instead. I average a couple uniques a run (although I almost never see legendaries), and superiors are practically a given, and are damned good even unmodified.

Maybe I'm just unnaturally lucky, but nah, I never feel like exotic mods are hard to come by. They feel pretty reasonable.
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