A 1-tic discrepancy across a whole second? Damn I never figured I would've noticed even that... hot damn, I'm having a hard time believing I noticed that too.
YUSPixelFox wrote: ↑Fri Sep 29, 2023 3:10 am -SMG rate of fire increased from 4 tics to 3, damage increased by about 40%
-MG42 damage very slightly increased
-Fixed the audio issue on the Ranseur, and sped up the alt-fire as a stop-gap
-Panzerschreck guys' health dropped from 200 to 120, movement speed and fire rate increased.
-Headshot stimpacks now give 10 health, 20 from officers
Oh wow, 200 health?! No wonder the Panzershreck soldiers were able to survive a direct rocket... :O
By the way, after downloading the updated file, I was able to blaze my way through to where I last left off since I had to restart (did another "Adventurer!" difficulty run). The SMG still feels kinda weak, but it's not useless anymore thanks to its fire rate buff. Thanks to that and the abundant amount of ammo provided for it, I can save my more useful ammo for bigger targets/crowds now.
Finally finished the game!
I've had the opportunity to give the Khopesh a spin. It's pretty weak, though maybe it's balanced by the fact that it's a ripper projectile? Even so, it's not nearly as effective as the Macuahuitl for dispatching enemies.
I also gave the Vampyr a try. It seems identical to the original submachine gun now that the original got a buff (plus the nightvision scope), so I'm thinking maybe that should actually be an upgrade to the submachine gun so that we don't have two matching weapons in the same slot? I could provide code to make that happen if you'd like...
It appears the sound issue is still present in the Incandescent Ranseur. When I looked into your code, I found that in your Hold state sequence you have the lance fire a burst of two balls, but the firing sound only plays once... and the CHANF_OVERLAP flag is not specified in that call to A_StartSound (as it uses A_PlaySound). Fair bit of warning, though... it may sound a bit ugly if you do wind up fixing it fully... but at least then it'll sound like it's consuming all that ammo.
Another suggestion would be to just have it not fire as fast. Take out the extra call to spawn another projectile. It'll be easier to manage the ammo there and the sound will actually be synced to the fire rate. Also, personally, I'd like it if these projectiles would fly faster as well.
In any case, I had a BLAST with this thing. Thanks for sharing!