faslrn wrote:TheSkyBug wrote:Update:
-Changed the hand on QSG sprites, because previous looks crappy.
-Increased QSG accurasy.
Also i've added a bunch of editions of Lippeth's Ketchup gore mod.
And i want to ask you: did someone really played it? I mean passing some maps, instead run throught MAP01 with IDDQD and IDKFA.
I played around with it for a bit through most of DOOM 2 with version 5a:
- The Flesher feels worse than the standard knife. I can just hold down the knife and stun enemies with ease while I struggle to hit enemies with the flesher consistently. It doesn't have the same feel as an upgrade from the fists to chainsaw. Especially considering the chainsaw doesn't need a berserker pack to feel more powerful.
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- I know the Holemaker does a lot of damage and that is the reasoning behind making it go through ammo so quickly but it is a very accurate, single shot weapon. You do get punished for missing. It really should be 1-to-1 as being left with 2 bullets left and not being able to reload is reallllly annoying.
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- The Revenger is nice... until you pick-up SteelReaper. Totally outclassed by it and no reason to ever go back the Revenger, especially when...
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- You pick up the Gutcutter. Faster firing speed and reloading. Even with the increase in spread, this was my most used weapon. You can literally take out everything up to the Baron very quickly so I wouldn't even consider using any other shotguns (or even most other weapons for that matter) once you get this.
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- QBS feels nice but.. the Gutcutter comes into play. I want to use the QBS because it looks to be an upgrade, but I actually felt that I was killing enemies faster, with less ammo, and more consistently with the Gutcutter because of the damage ranges for each shot. Sometimes Caco's wouldn't die with a full unload with the QBS and I would have to wait for the reload, while the Gutcutter can easily blast through it without worrying about the pause for reload.
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- The Leadstormer feels a underpowered compared to the other weapons you can pick up at the beginning like a shotgun (any of them because they kill faster and have multiple pellets to take out more enemies). Maybe make this dual wielded so you have more tracer rounds coming out to make it feel like a chaingun replacement.
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- Mountcrusher feels really nice. Love how it sounds, how the projectiles fire and arch. 10/10, would use again.
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- Stunrider is great... when it is on the rapid fire mode. It has a great feeling when firing, launching those projectiles that have some "omph". The energy spear mode though? Not really feeling it. I think it just might be the fact that when it fires, I was expecting a nice charge shot like a railgun but the Bodycracker has this instead. I don't think I ever went back to the spear mode once I changed it to rapid.
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- The Bodycracker's penetrate mode is great because it feels like a railgun. The assassinate mode is also great because it feels that it has some power behind each shot but..? The Mountcrusher is now left behind with this mode (even though it uses rockets instead of cells) and this mode also self hurts. I was expecting something different, akin to the BFG because of its AoE damage and general safety when up close to big enemies. You can't always be at a safe distance when facing larger monsters.
The mod is fun, don't get me wrong, but there are balance issues with the weapons in general. The Gutcutter is the biggest problem for me because it just kills so much more efficiently than any other weapon because of its damage, reload speed, number of pellets, and availability of shells.
I think what needs to happen is find a role for each weapon. Right now, too many weapons are generally untouched later in the game because other guns fill the role even better without any downsides either because of ammo constraints, accuracy, or general functionality.
Hmmm... I guess, i'll make the Flesher deal more damage and, maybe, the "Charged" mode, that will increase it's damage and some other cool things for some time.
Holemaker: I guess, i'll increase it's firerate, decrease damage and make it load 1 bullet for 1 bullet.
Revenger: currently, i'm not sure what i can do with this, but i'll try to do something. It's approcah to being some kind of "Sniping shotgun", like in vanilla.
Gutcuter: Yep, i'll slow down fireareate, and, i guess, decrease it's accuracy, to make it fully close-range high damage weapon.
Steel Reaper: maybe a little slow down firerate.
QSG: Yep, i know about problem with cacodemons, but if i'll make it shoot more pellets, it will be much more effective tahn other shotguns, but i'll try to fix it somehow... Maybe add extra close-range damage for it.
Leadstormer: Well, you already can use dual wielding. Just find another UZI, and press altfire.
Mountcrusher: well... to be honestly, sounds and sprites (And 90% of animation) were stollen from Zero tolerance.
Stunrider: Energy spear usefull against large hord of enemies. You can check this at meaty maps (Sunder MAP01, for perhaps, with it's imp army at begining).
Bodycracker: well... Yes, i guess, i'll make player invulnerable to it's explosions.
Thanks a lot for your feedback!