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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 9:15 am
by lizardcommando
Will there be a "No new monsters" patch to be released for this in the future? I'm not a big fan of the new Mancubus and the new sounds for the zombies.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 9:29 am
by wildweasel
The entire mod is intended to be taken as a unit, so no.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 9:55 am
by Captain J
i hope there's fan-made custom addon about that, then.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 10:47 am
by Mav3rick
by any change can you implement a random spawner for the shotgun guy and no always appear the dual one? some times will be better to get the normal one since the other sucks ¬¬

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 11:13 am
by wildweasel
For reasons of balance, I am not sure that I want to do that, since the pump shotgun is this mod's equivalent of the super shotgun. If I were to introduce the pump, I would want to create a new monster that drops it and have it appear in the regular Doom bestiary rather than replacing a Doom 2 monster.

But on that note,I really don't want to make such a monster, because giving a zombie that kind of firepower will be very, very painful.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 11:48 am
by Zhs2
The sawed-off _seems_ weak, for some reason I can't determine, but I know for a fact that a Baron takes about 7 shells from either shotgun before dying. I specifically played through Doom 1 again with this mod because I liked the rebalanced aspects of the game and the new feel - like Doom, but just... better! (And with more responsive guns, I suppose.) I especially wanted to play something without the Super Shotgun anything to see if the alternative stacked up, and it does - close-range only though.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 1:59 pm
by Toberone
The sawed off does 6 damage and fires 8 pellets from one barrel, 16 pellets from both.

Vanilla does 5 damage and fires 7 pellets

The sawed off is suppose to be the tier 1 shotgun now and as it is, its in a fine line between tier 1 and 2, make it any stronger and we have the ssg basically.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 5:12 pm
by User160971235
Zhs2 wrote:The sawed-off _seems_ weak, for some reason I can't determine
My biggest annoyance is the frequency of double-barrel blasting a Demon, up close, and not insta-killing it, which I'm so used to, thanks to vanilla Doom and most mods that feature a custom SSG. It is possible to kill a fully healthy Demon with one sawed-off double-shot, but only if you are positioned just so... basically it doesn't always work. I figured that if you didn't want to increase the overall damage output for sake of balance, you could perhaps use extra melee-range pellets (as seen in Burl Tumd), making the weapon much more useful for touching-distance encounters (yeah Demons). Even if it just means that little bit more damage to insta-kill an up-close Demon 100% of the time... :roll:

I guess it's not terrible though (weapon swaps are fast enough that a few rounds of the pistol finishes the Demon off), just that it seems like a speedbump at times; especially when you have a massive horde storming you into a corner.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 6:34 pm
by wildweasel
Here is a potential compromise, Dreadflame...I can add extra, higher damage pellets for point blank range on the sawed off shotgun, to ensure that it only ever takes two shells to kill a demon. However, I'd do this at the expense of its damage at longer ranges. Perhaps this would only affect the alternate fire, while the primary single barrel blasts would be unaffected.

(Edit) to clarify, this would also only be the case with the ordinary demons, not the mechs.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 6:36 pm
by xenoxols
I agree with that, as I am also irritated by the ssg's lack of close range power(or usefulness at all).

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 6:48 pm
by Ed the Bat
xenoxols wrote:I agree with that, as I am also irritated by the ssg's lack of... usefulness at all.
I thought its usefulness was in its high rate of fire and low reload time. It's considerably quicker than either of the shotguns from vanilla Doom, and since it can be fired one round at a time, it renders the vanilla guns obsolete entirely.

Also... weasel, has there been any consideration put forth on new player sprites? I feel like the vanilla sprites just don't quite cut it. Cpl. Taggart could do with some swanky new graphics.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 6:57 pm
by xenoxols
While the atm ssg is better than the vanilla shotgun, it is worse than the atm pump-action shotgun.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 6:59 pm
by Ed the Bat
xenoxols wrote:While the atm ssg is better than the vanilla shotgun, it is worse than the atm pump-action shotgun.
Yes, much like how the vanilla double shotgun is better than the vanilla pump gun. Or how the assault rifle is better than the pistol. Some weapons are just plain better than others.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 7:08 pm
by wildweasel
New player sprites are admittedly not as high priority, but if they can be provided,I would certainly give them a look.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Wed Apr 23, 2014 7:34 pm
by Mav3rick
another thing...
when the ssg is picked up it give a total of 3 shells and when the normal shotgun is picked up it give 13 shells
and a bug with the rifle if you have the full clip yet do a reload it will consume 1 clip from the inventory