-SmartRifle: slowing movement isn't something I think I can do purely DECORATE. At least, not last I checked. Plus, since it uses the railshot, it's 100% accurate and there's no way to get the pierce if I use a regular hitscan. That right there is why it appears so weak as well- it's made almost exclusively to counter the mounted machinegun and stealth monsters.Snarboo wrote:I have a few more suggestions for the sniper rifle if you don't mind:
-While using the scope, player movement could be slowed, but not necessarily stopped. I feel this would make the rifle more tactical.
-Maybe add a secondary fire, like being able to fire from the hip quickly. It would be very inaccurate, but would function as a panic fire if monsters get too close.
-The rifle seems kind of weak. I'm not sure if it really needs a damage increase given the amount of ammo you can carry, though. Also, I might just be missing most of my shots.
Sorry to make so many suggestions, I just like the mod a lot. Hopefully it doesn't seem like I'm demanding anything.
Edit:
A few other things I've noticed:
-Are the shotgun shells supposed to give you a random amount of ammo?
-The Arachnotrons firing sounds seem to be a machinegun.
Shotgun shells are supposed to give 3 ammo if I got it set right. Remember that you're normally capped at 40(80), and initially broken coach gun doesn't give any ammo until you have one completed. That could be changed if it's a problem though...
Arachnotrons do need to be fixed, and that starts by remapping some of the sounds I made from the DeHackEd version of this mod. Hell, due to the way this patch currently works Cyberdemons appear to be launching your style rockets... and they're not even that powerful!
Oh yeah, and weapon selection order? That totally needs work. All good suggestions for fixing.