Page 16 of 80

Re: [POLL RESULTS!] FINAL DOOMER

Posted: Sat Feb 18, 2017 6:12 pm
by Sgt. Shivers
Image
With the Ancient Aliens set relatively done, we've started working on the next set!

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sat Feb 18, 2017 10:51 pm
by MasoGuy
I really dig that pistol, for a second there I half expected some pulsing bluetracers going through the grooves.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 12:04 am
by Triple S
MasoGuy wrote:I really dig that pistol, for a second there I half expected some pulsing bluetracers going through the grooves.
If this isn't a thing, I'd love if it was. That sounds so good.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 12:40 am
by Captain J
Looks red and rad, yet looking good!

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 12:55 am
by Agitatio
Are you going to release them one by one or all three sets at once?

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 1:02 am
by Sgt. Shivers
All three at once.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 8:19 am
by Slax
Ok just one more before the next update.

The thumbnail's just for you, Yholl.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Sun Feb 19, 2017 8:23 am
by Captain J
Aw, right in the face. And everything runs red.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Mon Feb 20, 2017 1:07 pm
by MasoGuy
Plut Guy's grenade launcher really puts some fear into your soul if you don't get a direct hit with it.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Mon Feb 20, 2017 2:30 pm
by SiFi270
Absolutely. Especially when the projectile actually goes into the final boss' head for once but then it decides, "well, no sign of Romero here, guess I'd better leave and tell that to Plutguy"

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Fri Feb 24, 2017 6:10 pm
by NuclearPotato
This is some good shit, guys. Played through TNT Evilution with TNTguy over the last couple days, and enjoyed myself a whole ton. One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.

http://imgur.com/a/y9pTl

I'll be giving Plutoniaguy a runthrough in his game shortly; I'm looking forward to it.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Fri Feb 24, 2017 6:54 pm
by DoomRater
I ran some numbers on that pistol DPS.

Holy shit TNTguy is rocking some serious DPS. It's not just the rapid fire pistol either, it's the mag. And he's still doing comparable damage to Doomguy's pistol, at a rate better than his! I honestly think that even at a 9-12 damage per shot he'd still be quite powerful. The way he is now, he can challenge anything one on one reasonably well with just the pistol except bosses. I want more reason to use those shotguns and SMGs!

Alternatively, I think I'd make the pistol have a 50% chance to not cause pain stun. It's harder to lock down minibosses that way and really gives the SMGs a reason to be used besides murder harder.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Fri Feb 24, 2017 7:20 pm
by Viscra Maelstrom
why not decrease the magazine from 17 to something like 12? would that make it less insane?

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Fri Feb 24, 2017 7:22 pm
by Sgt. Shivers
NuclearPotato wrote:One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.
I think that's because it's a dead monster prop, we didn't touch the powerup code or anything.

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Posted: Fri Feb 24, 2017 8:36 pm
by Yholl
NuclearPotato wrote:One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.
That's got nothing to do with us, this is a simple weapons mod, enemies are not touched in any way.
DoomRater wrote:Holy shit TNTguy is rocking some serious DPS.
Mmm, I'll drop the damage of the pistol slightly.
DoomRater wrote:And he's still doing comparable damage to Doomguy's pistol, at a rate better than his!
I must point out once again that similar weapons are not balanced against each other at all, rather the player is balanced against other players in their full weaponry. Some guns are inferior to the same sort of gun used by another class, but another of your guns might be strictly superior to theirs.

Here's an example of some stats for you; the chainguns.
  • Plutonia Machinegun - Damage 10-15, Accuracy 4.2 1.2, Speed 3 tics, Ammo Max 250
    TNT Uzis - Damage 4-6, Accuracy 5.5 3.5, Speed 2 tics, Ammo Max 400
    Doom Chaingun - Damage 15-20, Accuracy 5.6 1.2, Speed 4 tics, Ammo Max 200
    AA ??? - Damage 12-17, Accuracy 4.6 3.0, Speed 4 tics, Ammo Max 250
    BTSX ??? - Damage 13-15, Accuracy 0.2 0.2, Speed 5 tics, Ammo Max 200
So as you can see, they're all over the place in terms of stats, even refire speed. But even if one was strictly inferior to the others, I bet at least two of your other guns are really really good.

Of course, this is by no means even slightly close to a perfect balance, it's more based on gut feelings and throwing numbers around, really. If you ever feel like a class as a whole is lacking compared to the others, feel free to bring it up for discussion.