Hi, dev team member here - we appreciate your feedback!~Sulferon Kyle wrote: ↑Wed Jun 07, 2023 10:02 pm Sulferon Kyle wrote:
Ok, so, I've missed a couple core problems that I'm going to mention now.
Let's go point by point here.
Managing the visibility (from muzzle flash), recoil, and many more aspects of all guns are part of the immersion, and the revolver -along with two other weapons- will be overhauled soon.
Said game-sense management requires getting further familiarized over time; I'm sure you'll get the hang of it, but you can adjust damage dealt, damage taken, monster speed, projectile speed, spawn values and many more things - all in [Difficulty settings], so you can ease your learning curve and ease onto it.
For sights, I can personally agree with both the AR and plasma's being too opaque - they'll be tweaked.
The AR is a workhorse gun that you should use for armored targets, since rifle rounds all have armor penetration and are more suitable for taking down bigger enemies such as barons of hell, cyberpinkies, zombie majors and most other armored monsters. Not only that, but using tertiary fire/weapon special (a very important bind, as I'll cover more in a bit,) lets you switch its ammunition from 4.63 to 7.62 anytime on a completely unloaded rifle. It has much higher damage, slower fire rate, and much better performance against armored targets.
[EDIT] Addendum: You can also install the ETC module onto the rifle to plasma-charge bullets, boosting their damage and long-range accuracy further.
it can be one of the most important and flexible guns both early and late in a whole run!
Shotgun buckshot shells and pistol rounds, both deal poor damage to armored targets and they're best used for "soft" unarmored monsters to get their full damage.
Revolver ammo and shotgun slug shells are a last-resort middle ground that you can also use against armored targets, if you have nothing else available.
The shotgun pump reload issue you mentioned is currently fixed, as of current version .595c
The link in this main post is for 0.595a, but you can grab the link to the latest version in the discord server - invite link also in the main post!
The server also has a number of manuals that you can read for more in-depth information about items, crafting and much more.
The full reload is a realistic reload feature that should be used sparingly to get an extra bullet in, before going into a combat area - it's best done on a safe spot.
The Survivalist and Scientist classes both have a very bad regen rate - but it's to properly manage it: To know when to reserve it to sprint, for melee and so on.
The way that this is offset, is by the Survivalist's giant stamina pool, and the Scientist's ability to craft stamina stims from the very beginning - something that also temporarily grants a Scientist the survival instinct (the bullet time you mentioned).
For newcomers to the mod, it's usually best to play with the Space Marine, and then progress to the other two classes as you get a better grip of the mod itself in resource management and crafting.
Speaking of crafting, you can select the Survivalist's.. Survival kit, and use tertiary fire/weapon special to access its crafting, repair, and munitions menu. Two of the crafting options there are only available to him.
As mentioned before, the tertiary fire/weapon special bind interacts in different ways with almost all weapons. We recommend you go thru most of LiTDoom's binds for the PDA, inventory menu, flashlight, tertiary fire and drop inventory item. There's many more as you go, but these are the most essential.
The fusion core can be crafted by the Scientist - you can press F1 and click two times to get to its third page, containing all crafting recipes very quickly, including the core's recipe.
Finally, a single zoomed-in AT rocket should take down one baron of hell on its own, I've tested it myself.
Likewise, almost two mags of 4.63 or almost one mag of 7.62 also does the trick, since it penetrates their armor.
I'm hoping that covers all bases, and we're glad you enjoy the mod ^u^