WARNING: Long post incoming!
durbdoogle wrote:shotfan wrote:News about software mode banning weapons mods: PROBLEM SOLVED!
I could not access weapon mods menu because of the voxels - why the hell I did not think of them sooner?! I turned them off before accessing it and everything was fine! YAY! And much rejoicing followed! (voxels can be safely turned on after exiting upgrade menu)
Got to try out Explosive Shells now...

Also - why nobody recommended
Doom 4 Soundtrack musicpack yet?! Goes along great with D4D, just like it should be. And Titan's Realm BGM is perfect for fierce fights!
@above: Ah, that is what you meant. I cannot help you, sorry.
Where did you get the music pack because I'm very interested!
Here:
http://www.moddb.com/mods/doom-emulatio ... soundtrack
Jaxxoon R wrote:To be honest, the Pinky demons not actually charging the player like they do in Doom 4 and instead just flying from zero to a million miles per hour without any tells looks extremely janky and feels kind of cheap. Are they unfinished?
They are lunging (authors said that not everything is like in the base game, so you know). They have a little tell - they stop for few tics or so before attacking. If you keep your distance, you should have enough time to react and jump aside. In corridors this makes them deadly, yes - in that case, run away or charge them with berserk/chainsaw!
Captain J wrote:Mav3rick wrote:How is that a flaming skull can take soo much damage before they die? how much health they have? they should be very weak yet i have more problems killing them than others -.-
The original lost soul has 100 health, and now this one has 150 health. Quick feet and wielding rapid fire weapon is advised.
Oh, and since it's updated again, you might update your gzdoom as well, guys!
What? Lost Souls got a BUFF?! Goddammit. Anyway, HAR is going to shoot them down just as well. I would be more concerned about Inferno Cacodemons that pose as Pain Elementals - exactly how much health they have?
Martinoz wrote:Got a balance request regarding difficulty (yes, I know it's hard by default and Ultra Violence is meant to be hard) - but in some cases, it's really unfair to die in few seconds because monsters hit insanely hard and ammo cap is rather low.
Agreed on the shotgun shells, as I said before. Ammo capacity is way too low for them even with unupgraded SSG - two or three Hell Knights and you are already running low on shells, and this is only the beginning of Doom 2!
Viscra Maelstrom wrote:i do agree that the new enemies are a bit too aggressive, and can make most maps into a giant clusterfuck quickly. especially considering that, while in Doom 4, enemies give you time to react to when they're about to charge towards you, here you're given no such cues, which means you can get torn to shreds by a herd of pinkies, lost souls, or a lone baron charging at you through a narrow corridor if the RNG decides to be against you. it's very hard to react properly to this kind of stuff unless you have doom god reflexes, and you don't always have the upgrades, grenades, berserk or chainsaw fuel on your side for these situations. if anything, i'd say that the aggressive property of enemies might work better if they did less damage. enemies can do so much damage if you get hit a lot at the same time, which is very probable considering, again, everything is super-aggro and fast as shit here.
as a whole though, this mod is quite a bit of fun. just that everything is maybe a bit too murderous at this point. (also, i got the special chaingun mod. i don't know how you meet the requirements, but i've a fair idea on how you get it though.)
First of all: on which diffculty are you playing?
That is no Baron, that is ARCHON OF HELL. THEY DO NOT F*** AROUND. Biggest weapons available are advised against them.
Also, remember that it seems that enemies here are probably balanced against a fully upgraded arsenal, so they needed numerous buffs or they would grew pathetically weak over time as you acquired upgrades. Things like Triple Minigun or 4 shots from SSG within a second would be completely overpowered in Vanilla Doom. (example of another game that is supposed to really begin after your avatar is fully upgraded: Devil May Cry 3. Everybody is all like "Dark Souls most difficult game EVAR!!!", and forgets about DMC1&3 and Ninja Gaiden 1&2... anyway, DMC3SE without upgrading on Very Hard (probably the equivalent of Ultraviolence in Doom) would be maddening, and no-upgrades Dante Must Die just a rougelike insanity)
Please do not endorse making enemies weaker, that throws away the challenge. Lower difficulties are for making the game more bearable (and I suspect you are not playing on I Am Too Young To Die).
Still, I miss siderolls and dashes form Project Brutality... I guess that my hack&slash history starts to show
