baddude1337 wrote:I do like the changes overall (the health on Deadmaker was always kinda nuts), though I think in some cases you are starved of ammo a bit too much. In a few mapsets I hardly got any pistol or machinegun ammo, forcing me to pretty much just use the shotgun. Hammerspace in particular feels less useful as you barely get anything from it.
I know one of the mod's selling points is you could get away just using solely weapons or magic, but I feel it was a bit silly. If you run short on ammo, best to just make a circle around and pick some up, and make use of those spells. I agree I maybe went a bit overzealous on nerfing the bonus though, given your base count got quite reduced, which already makes the bonus go smaller. I might make it so it bumps up your ammo count every two backpacks instead of three. I think that'll be fair.m_falcone wrote:OK, new update seems good but also loses some of the good stuff it had before. For example, Why the backpack nerf, I used to love getting obscene amounts of ammo and going to town on slaughternaps. Now you get them per 3 backpacks? Backpacks aren't even that common. Removing the stuff like splitter shield and wyvern idol is meh. I didn't even notice that. But all in all good update and a hearty thanks to Keksdose for the camera guided emperor.
baddude1337 wrote:-Removed Powersuit Autocannon - I must admit I do miss it and was a lot of fun to use. If it ever does come back, perhaps a bit like the ironblast, you have to sacrifice a weapon to equip it and it uses ammo, as if you are mounting it? Augur would be the most logical one, especially as it's description says it was mounted to tanks.
Too much auto-kill stuff. It was joked around that the mod plays itself for you here, and the mod is essentially "fireworks spectacle where you don't have to do anything to win it". I guess it's the nature of the beast when you're OP as shit, but I feel it was too much at this point - I didn't feel like using those items whenever I picked them up. Ironblast strat I didn't mind cause it chews through your ammo pretty quickly and had a satisfying pay-off, spirit turrets just needed a nerf. Draugh needed a timer. Wyverns, even if I don't do add spells anymore, just felt like a ginormous maintenance overhead, and I didn't personally use them at all. Autocannon had tendency to annoy me greatly by missing obvious shots or fire into ceilings when you are this tall and I didn't figure out a better way to handle it. I only added manual mode cause I thought maybe if I'll steer it myself it'll be better, but it just didn't feel right - killed the whole purpose of being auto.Rowsol wrote:Why not just limit active idols to one? I don't like their removal. It was a fun part of the game and could easily be nerfed if need be.
The shoulder mount for the powersuit was great and it was a unique part of the suit like the other suits have addons. Just make it use ammo and be done with it, why remove it?
It doesn't really matter what I think but as much as I like the mechasuit it's going to take a lot for me to update this mod now.
The rest of items being removed I didn't feel were too impactful and took me away from getting stuff I was interested in getting, or it was just bugged/laggy mess at certain moments. I could probably try redoing them to feel better, but I think with how this fares now, it gives more room for other stuff to shine and makes you appreciate it more.
I dunno about healing pots cause they look normal here, but will fix the rest.Tesculpture wrote:Sorry, but I have noticed a couple of bugs too:
-In the Guncaster section of the main "Customise Controls" menu (not the abridged "Mod Controls" accessible from the main menu), you can still bind a key for Rejuvenation items.
-The "Hard-on Mode" option still exists in "Gameplay Options", despite both things it affected (Wyvern Idol and Powersuit Autocannon) being removed.
-In Heretic, the Healing Pot and Healing Vial jitter up and down slightly, as if a frame of their animation has been offset upwards by a single pixel. This doesn't seem to occur in Hexen though.
Dino got the key stuff fixed. I fixed the Mourning Glory stuff.Fureyon wrote:People have already addressed the bugs with Hexen and Strife, but I can confirm I'm getting the same problems (GZDoom 4.5.0)
I'm probably one of the very few people that actually use this, but Mourning Glory's icon on the weapon wheel is invisible. I wager that's because it was changed and doesn't have its own custom ammo anymore.
EDIT: Noticed that Mourning Glory is also missing from the weapon shop.