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

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

Post by Viscra Maelstrom »

most of the infusion assemblies are really powerful though. the Plascharge is the strongest rocket launcher in the game, next to the Mother In Law and MIRVM the Incinerator is absolutely devastating on large maps where the projectile can travel really far (Hell On Earth Starter Pack comes to mind), the Heavy Pulse Blaster is really powerful and gives the Scout an extreme amount of firerate and power, and the Zeus Cannon just basically kills every demon you see on screen. so what if it costs 100 cells to fire both rounds? all those demons are dead, and all you have to do is fire it, and hide in a corner. done. you can't kill everything around you with a VBFG, and it takes a while to charge.

the only one that isn't that powerful, in my opinion, is the Energysaw. it's a bit too risky to use, in my opinion.

also, you can play as Commando if you go into the player settings, and manually change your character class to Commando. then use the map command and warp to a new map. you should have a regular Doomguy face as a status bar and start with only your fists
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

It seems like we are forgetting about demolition ammo...
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

it's not that overpowered imo. only the Uzi and Chaingun yields damage output that's remotely useful, everything else is rather wimpy. the Uzi in particular is devastating, but the Demo Minigun is not as powerful as the High Power Minigun, and most of the pistols are more useful as a Storm assembly. plus, you can damage yourself with the splash damage, which makes it harder to use effectively in cramped spaces. i think Yholl mentioned Demolition ammo is going to be rebalanced yet again, to stop there being one outright murder weapon available, with the rest paling in effectiveness by comparison.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Hope the master assemblies that don't need exotic modpacks in the future don't get nerfed again by having to give them exotic modpacks in their recipes. It seems having to give each master assemblies an exotic modpack as a recipe is absolutely 1,000,000x inevitable, unless they have some other nifty features but are hindered in some way like the mentioned Ripper. On the bright side, this solves the dilemma of getting real lucky on exotic modpacks but not being able to find a use for them.

This brings my question, are those master assemblies that didn't require an exotic modpack intended to be crutch weapons? Well, aside from the plasma infusion since that was the recipe from the original game this mod's based on.
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

4thcharacter wrote:Hope the master assemblies that don't need exotic modpacks in the future don't get nerfed again by having to give them exotic modpacks in their recipes.
A lot of them are far more subdued in nature than most, like a pistol that reduces resistances or a big capacity blaster. Hopefully they should be fine.
4thcharacter wrote:This brings my question, are those master assemblies that didn't require an exotic modpack intended to be crutch weapons?
Er, I don't really know what you mean by that. I made them to fix the fact that you basically couldn't do any master assemblies unless RNG blessed you with exotic mods, if that's what you mean, yeah.
4thcharacter wrote:Well, aside from the plasma infusion since that was the recipe from the original game this mod's based on.
* Yholl stares *
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Uhh, wasn't Plasma Infusion P,A,T,T because it's the original recipe from the roguelike?
Yholl wrote:
4thcharacter wrote:This brings my question, are those master assemblies that didn't require an exotic modpack intended to be crutch weapons?
Er, I don't really know what you mean by that. I made them to fix the fact that you basically couldn't do any master assemblies unless RNG blessed you with exotic mods, if that's what you mean, yeah.
That's what I mean, something that you can rely on solely pretty quick if you're in a tight situation most of the times.

I was talking about this crutch character trope and replaced the character part with weapon, although my definition is a bit different from what was on the page, but can't come up with a word for it.

And yes, that is TVTropes. Just putting that as a warning since it's known to be a huge timesink and distraction. To others, that is.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

Plasma infusion is not an assembly from the roguelike at all.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Well, crap. I kind of remember that something that needs PATT is listed from the wiki.
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SiFi270
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by SiFi270 »

On the subject of balancing/upgraded blasters, I think the overcharged blaster should cost more to use than "just wait about as long as you would with a shotgun". Without the same recharging system as most of the other blasters, any class (but especially the scout and technician) can rely exclusively on it and seems guaranteed to gib any monster that can be gibbed. Or is there a really subtle catch to it that I haven't noticed?
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

that one's also not all THAT powerful. it's good for sniping i guess, but unless you're a Scout, it's a bit inaccurate. and unlike the shotgun, the beam only hits one target at a time. it's about enough powerful to kill a demon, i think? barely that, even, and the recharge time makes it inefficient to use against crowds of enemies (hitscanners would tear you to shreds, and projectile enemies would close in on you). i'm actually glad Plasma Infusion will take a sniper mod, as i never found a reason to make an Overcharged Blaster as a Scout when i could make a Heavy Pulse Blaster instead. that should make it a bit more useful overall.
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superdupertrooper
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by superdupertrooper »

is the overcharged blaster an assembly or is it a exotic weapon?
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

superdupertrooper wrote:is the overcharged blaster an assembly or is it a exotic weapon?
If it's name is colored cyan or the "rays" that you can see if you're playing as a tech is blue, it's an assembly. If purple for both, it's treated as an exotic. In this case, it's an assembly.
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NotSoHazy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by NotSoHazy »

Anyone tried this mod with gzdoom 2.4? It works normally?
FaggoStorm
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by FaggoStorm »

NotSoHazy wrote:Anyone tried this mod with gzdoom 2.4? It works normally?
Some stuff breaks real bad so don't even try.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

such as?
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