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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
KILLER2
Posts: 436
Joined: Fri Apr 09, 2010 2:39 pm
Contact:

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

Post by KILLER2 »

Viscra Maelstrom wrote: also, the Zeus Cannon homes in on them.
I mean...do you even need them at that point? Isn't the Zeus Cannon basically an overglorified "I win" button?
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

the defense drone launcher is incredibly broken in this version. :P who needs a gun homing in on people, when you can have a gun that deploys sentry turrets that are completely invincible to cyberdemon rockets?
User avatar
superdupertrooper
Posts: 15
Joined: Sun Apr 09, 2017 8:59 pm

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

Post by superdupertrooper »

Viscra Maelstrom wrote:the defense drone launcher is incredibly broken in this version. :P who needs a gun homing in on people, when you can have a gun that deploys sentry turrets that are completely invincible to cyberdemon rockets?
agreed i think its way more broken compared to the other master assemblies and makes the rest somewhat pointless and on top of that its pretty easy to get the mod packs for it IMO
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

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

Post by FaggoStorm »

superdupertrooper wrote:
Viscra Maelstrom wrote:the defense drone launcher is incredibly broken in this version. :P who needs a gun homing in on people, when you can have a gun that deploys sentry turrets that are completely invincible to cyberdemon rockets?
agreed i think its way more broken compared to the other master assemblies and makes the rest somewhat pointless and on top of that its pretty easy to get the mod packs for it IMO
How do you make the defense drone launcher? Is it one of the plasma infusion assemblies?
User avatar
Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am
Contact:

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

Post by Machine-Reaper »

Yes, it requires a missile launcher as base weapon, check Doom RLA Wiki for all assemblies~
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Viscra Maelstrom wrote: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?
No, I haven't touched them. They're still the same as always.
4thcharacter wrote: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.
Use it better.
NotSoHazy wrote:In summing up this mod needs good rebalance.
yes good i will get right on that
many thank
mod is saved
4thcharacter wrote:Though I think they can still spawn even w/o the weapon (or just having a single artifact, dunno) because one time I scrapped a Death's Gaze as a tech and kept the artifact and the guardian still appears.
Yes, the moment you touch the gun, your fate is sealed.
Viscra Maelstrom wrote:the Unique weapons were gonna get buffs, right, does that include the Chameleon Rifle?
Yes, that is in fact a Unique weapon.
Viscra Maelstrom wrote:the tactical rocket launcher's rockets seem weaker individually than a regular one? i mean, it deals a smaller damage radius, but i feel it felt wimpier to use on e.g. Mancubi, often taking 3 shots to kill.
Yes, the splash damage radius is reduced as a tradeoff for the rapidfire and rapid reload capacity. A wider target would take much more reduced damage, I think, so that fits.
Viscra Maelstrom wrote:something i observed, the defense drones can be shot down by the SNiper function of the Nuclear Onslaught. also, the Zeus Cannon homes in on them.
wat a shaem
KILLER2 wrote:Isn't the Zeus Cannon basically an overglorified "I win" button?
brb nerf
Viscra Maelstrom wrote:the defense drone launcher is incredibly broken in this version.
brb nerf again

also brb nerfing plasma infusion i hope you liek sniper mod
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

Yholl wrote:brb nerfing plasma infusion i hope you liek sniper mod
no

we make a deal, don't nerf the plascharge too much k

Edit:
Yholl wrote:
KILLER2 wrote:Isn't the Zeus Cannon basically an overglorified "I win" button?
brb nerf
Also pls no, zeus cannon can't kill bosses easily it'll have to eat a bunch of cells for it to do that, but since it's a great crowd control it could have one exotic mod in it's recipe, but I think the damage shouldn't be touched here, considering it could be beaten by a normal BFG9000 when it comes to the damage output.
KILLER2
Posts: 436
Joined: Fri Apr 09, 2010 2:39 pm
Contact:

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

Post by KILLER2 »

Except...you actually have to put yourself in danger to use the BFG9000 effectively.
User avatar
SwiftFunk
Posts: 86
Joined: Thu Dec 22, 2016 1:39 pm
Graphics Processor: Intel (Modern GZDoom)
Location: here and there, at the same time
Contact:

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

Post by SwiftFunk »

KILLER2 wrote:Except...you actually have to put yourself in danger to use the BFG9000 effectively.
I don't remember ever having to actually USE the BFG9000 in both this mod, and base game. Except for Spider Mastermind in Ultimate Doom. Other than that, never really used it much.
KILLER2
Posts: 436
Joined: Fri Apr 09, 2010 2:39 pm
Contact:

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

Post by KILLER2 »

You're probably not playing on a hard enough difficulty/a hard enough WAD :P
Ribo Zurai
Posts: 873
Joined: Fri Jul 03, 2009 1:47 pm

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

Post by Ribo Zurai »

Unsure if it's a glitch or not, but as a Renegade, as soon as you build the Incendiary Device you immediately fire it. Had a nasty gibbering surprise when I crafted it while facing a wall.
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

KILLER2 wrote:Except...you actually have to put yourself in danger to use the BFG9000 effectively.
Think of the tradeoffs, it'll use more ammo unlike the BFG if you use it to kill bosses.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

Zeus Cannon is really bad for bosses unless you're on a level swarming with cell ammo. it DOES kill a boss enemy... once you launch like 6 orbs at an enemy, which is 300 cells worth of ammo. it does kill anything that isn't a boss dead though, and you ain't gotta do a damn thing about it. if i'm gonna be honest, i wouldn't find it too out of place to have this assembly be gated behind at least one exotic mod. it does feel a bit too powerful for accepting standard mods, but it's gonna get a nerf anyway, so...

changed Plasma Infusion recipe seems okay to me. a lot of the results are pretty devastating (all of the rocket launcher ones, the heavy blaster is a Scout MLP against virtually anything), though others like the Plasma Cannon would probably feel particularly underwhelming.
User avatar
4thcharacter
Banned User
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

I'd rather see it nerfed by having to build it with 1 exotic mod rather than decreasing it's damage. There has to be a reason why it's a master assembly.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

i think even with decreased damage, it would still be pretty powerful. i mean it deals continuous damage to everything surrounding the ball and lasts a pretty long time, all with using standard mods. i guess it could be changed to use the plasma infusion recipe, which is gonna incorporate an exotic mod.
Post Reply

Return to “Gameplay Mods”