Whups.Viscra Maelstrom wrote:if you're autoloading something like njsplash, on liquid floors like nukage, killing legendary enemies will make them just not drop their weapons on that type of terrain.
Yeah, I was originally planning on making a set of bars, but I was lazy and also fuck sbarinfo.Viscra Maelstrom wrote:Chargeup Melee Attack should have a gauge for how many attacks you're charging, unless it already has one i didn't notice yet. also, Chargeup Super Shotgun can just not use up any ammo if you don't bother charging any attacks with it.
SSG sounds like an oversight when I converted the way the chargeup effect works, will look into and fix.
I'll give an explanation here on how it works for everyone!dljosef wrote:So far, those effects are looking really nice, though the "It's your fault" thing hadn't been giving me as much legendary monsters as I expected. Oh well.
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A_Jump ((CallACS("PlayerCount", 0)*10) + (CallACS("LD_legendarychance", 0)*2), "LEGENDARIFY")Basically, it's the number of players, multiplied by 10, added to whatever you set that menu option to, multiplied by 2.
So if there's two players ingame, and the menu option is set to the third level, then it's a 20/256 chance of choosing a monster to be Legendary.
Now, that's still pretty damn high, so after that, it has another jump of 16/256 to determine whether it should go through with it and become Legendary.
Bosses have an easier second jump, so while bosses are less common in maps, you are still likely to find Legendary bosses every now and then.
On lower difficulties, the x10 multiplier is lowered. Nightmare is x20, and also has other... things... happen. Heeeeeh.
So yeah, the chance option in the menu is more of a small booster than a big overwhelming shift in numbers. I can change it to have a larger impact if you wish, though, super quick and easy.
Slow weapons like the Rocket Launcher or BFG9000 with the persistant effect actually give a very very long lasting DoT. Same goes for stuff like Murderous.dljosef wrote:The persistant rocket launcher doesn't really seem to do all that much DoT, as far as I know...though with the plasma rifle, the chaingun, and especially either of the shotguns can make it truly effective.
Due to limitations, generally AOE damage and BFG rays are unaffected by weapon effects, so you've got to hit things directly with them.dljosef wrote:I noticed that the Bloodthirsty rocket launcher's effect only works on monsters killed by the projectiles themselves, not the explosion radius. And the convincing BFG doesn't emit the rays I found.
Heeeeeh. Yeah, the long awaited almost mythical at this point DRLA patches will fix that. Eventually.Princess Viscra Maelstrom wrote:DRLA's Double Shotgunner seems to do some... weird visual stuff when it spawns.
Hunting SSG is stronk.Patriot1776 wrote:So yeah, the Hunting SSG is STAYING in my loadout, I'm NOT getting any other SSG on this playthrough.
