weapon combination ideas?
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Re: weapon combination ideas?
chaingun and a annoying twelvie squeaker who thinks call of duty is life
and you got your self a very effective weapon.
and you got your self a very effective weapon.
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Re: weapon combination ideas?
I'd like to see "super" variants of all the weapons, with the same bonuses and weaknesses that the super shotgun has or something similar.
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Re: weapon combination ideas?
Boring:
fist: knife
chainsaw: ummm uhhhh two chainsaws
pistol: bertetta m93r
chaingun: minigun
rl: seeker rocket
plasma: plasma shotgun
bfg: rapid-fire little baby bfg
Actually thought out:
SSG is a slow-firing skilz finesse weapon that is unequivocally superior but does have a single obvious drawback (range).
Fist: One-shot-at-a-time no-ammo melee. Exaggerate... damage and maybe a little range, I guess, but make it slower. But if the range is better then it must even be slower relatively than the SSG is to the SG. Let's go with an oversized Danish axe.
Chainsaw: Improvised tool (or at least definitely non-milspec), movie-inspired, rapid-fire painlocker. I imagine a scimitar of some sort, better range again than the saw, where you can land an impressive flurry of combinations but you can also get your sword stuck in a target for triple damage.
Pistol: Dinky plinker with no reason to ever use it, except in that one situation where you need to shoot exactly one (1) bullet dead-on (and the lag in the shot and resulting likelihood you'll miss any moving target is preferable to shooting 2 bullets). So, something virtually useless except in (a) an emergency when you have nothing better and (b) in a highly contrived scenario. How about a demonic rune that gives you temporary buddha and zerk, but the spell involves you shooting yourself a couple times with the pistol (just for an excuse to use the same ammo!) just as the buddha kicks in?
Shotgun
Chaingun: rapid-fire low-damage ranged painlocker. Very limited ammo compared to everything else. I've always treated this as my "nub" weapon when I'm lacking confidence in my ability to avoid anything, so making this into a "skilz" weapon seems to defeat the entire purpose. I guess the minigun has it right - increase ROF and spread, more opportunity to kill but more threat of running out at a bad time. It would fire sets of 3 rounds that take up 2 bullets each somehow, just for compatibility with the SSG.
Rockets: Going nub to skilz suggests that grenade is better than seeker, though my past experiments with automatic seeker missiles suggests that might not be the case (either the rocket ends up locking onto something you weren't targeting with disastrous or whiffy results, or it's such a chore to line up your shot so the rocket "takes" that it might've been easier to hit just snap-shooting a dumbfire rocket). For a much simpler "super"-ization, though, about a slow-loading single-shot RPG that has the same explosion radius but deals much more impact damage (making it actually worth using against a cyberdemon)?
Plasma: Going through identical reasoning to the chaingun and having a plasma minigun is not just boring, it also doesn't fit very well since you have so much more cell than bullet. HD's Thunder Buster, on the other hand, could be a really interesting finesse weapon if you add it to vanilla-style run-and-gun. A variant on that: hold to charge for up to 2 seconds while static builds up; once it's up, a huge lightning bolt targets the nearest 3 shootables in front of you, emulating real lightning as much as possible.
BFG: This is such a complicated and already-super weapon that I'm not sure what could be added without making it stupidly complicated. We could go the opposite route and end up with a rapid-fire plasma shotgun, but that's boring. HD's "suffer long enough and you will be rewarded with a big invulnerable ball that kills everything for you" is dramatic, but the opposite of requiring more finesse on the player's part (at least once the ball has arrived). Perhaps I should propose something more DoT rather than DPS, launching huge floor-to-ceiling columns of green flame that rip into anything that wanders into it (maybe pulling them in a bit or zapping anything that gets too close with a few stray arcs) that, ultimately, will have had more damage capacity than the BFG shot and spray combined, but would require that you manage to manipulate the enemy into being there the whole time.
fist: knife
chainsaw: ummm uhhhh two chainsaws
pistol: bertetta m93r
chaingun: minigun
rl: seeker rocket
plasma: plasma shotgun
bfg: rapid-fire little baby bfg
Actually thought out:
SSG is a slow-firing skilz finesse weapon that is unequivocally superior but does have a single obvious drawback (range).
Fist: One-shot-at-a-time no-ammo melee. Exaggerate... damage and maybe a little range, I guess, but make it slower. But if the range is better then it must even be slower relatively than the SSG is to the SG. Let's go with an oversized Danish axe.
Chainsaw: Improvised tool (or at least definitely non-milspec), movie-inspired, rapid-fire painlocker. I imagine a scimitar of some sort, better range again than the saw, where you can land an impressive flurry of combinations but you can also get your sword stuck in a target for triple damage.
Pistol: Dinky plinker with no reason to ever use it, except in that one situation where you need to shoot exactly one (1) bullet dead-on (and the lag in the shot and resulting likelihood you'll miss any moving target is preferable to shooting 2 bullets). So, something virtually useless except in (a) an emergency when you have nothing better and (b) in a highly contrived scenario. How about a demonic rune that gives you temporary buddha and zerk, but the spell involves you shooting yourself a couple times with the pistol (just for an excuse to use the same ammo!) just as the buddha kicks in?
Shotgun
Chaingun: rapid-fire low-damage ranged painlocker. Very limited ammo compared to everything else. I've always treated this as my "nub" weapon when I'm lacking confidence in my ability to avoid anything, so making this into a "skilz" weapon seems to defeat the entire purpose. I guess the minigun has it right - increase ROF and spread, more opportunity to kill but more threat of running out at a bad time. It would fire sets of 3 rounds that take up 2 bullets each somehow, just for compatibility with the SSG.
Rockets: Going nub to skilz suggests that grenade is better than seeker, though my past experiments with automatic seeker missiles suggests that might not be the case (either the rocket ends up locking onto something you weren't targeting with disastrous or whiffy results, or it's such a chore to line up your shot so the rocket "takes" that it might've been easier to hit just snap-shooting a dumbfire rocket). For a much simpler "super"-ization, though, about a slow-loading single-shot RPG that has the same explosion radius but deals much more impact damage (making it actually worth using against a cyberdemon)?
Plasma: Going through identical reasoning to the chaingun and having a plasma minigun is not just boring, it also doesn't fit very well since you have so much more cell than bullet. HD's Thunder Buster, on the other hand, could be a really interesting finesse weapon if you add it to vanilla-style run-and-gun. A variant on that: hold to charge for up to 2 seconds while static builds up; once it's up, a huge lightning bolt targets the nearest 3 shootables in front of you, emulating real lightning as much as possible.
BFG: This is such a complicated and already-super weapon that I'm not sure what could be added without making it stupidly complicated. We could go the opposite route and end up with a rapid-fire plasma shotgun, but that's boring. HD's "suffer long enough and you will be rewarded with a big invulnerable ball that kills everything for you" is dramatic, but the opposite of requiring more finesse on the player's part (at least once the ball has arrived). Perhaps I should propose something more DoT rather than DPS, launching huge floor-to-ceiling columns of green flame that rip into anything that wanders into it (maybe pulling them in a bit or zapping anything that gets too close with a few stray arcs) that, ultimately, will have had more damage capacity than the BFG shot and spray combined, but would require that you manage to manipulate the enemy into being there the whole time.
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Re: weapon combination ideas?
Plasma Rifle + Chainsaw = Chainsaber
Rocket Launcher + SSG = A beefed up SSG that's literally a handcannon.
Rocket Launcher + SSG = A beefed up SSG that's literally a handcannon.
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Re: weapon combination ideas?
Rocket Launcher + SSG = The Flak Cannon from the Unreal series.
Plasma gun + RL = A flamethrower that also has a canister-eject function that works like a grenade launcher.
SSG + railgun = An elephant gun---a weapon good alternatingly for slaying high-health close-range threats or possibly sniping long-distance threats, at the expense of slow reloading, low ammo capacity, and monstrous recoil.
Plasma gun + RL = A flamethrower that also has a canister-eject function that works like a grenade launcher.
SSG + railgun = An elephant gun---a weapon good alternatingly for slaying high-health close-range threats or possibly sniping long-distance threats, at the expense of slow reloading, low ammo capacity, and monstrous recoil.
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Re: weapon combination ideas?
How about Pistol + Plasma Rifle = Plasma Pistol
A tad higher damage than the Pistol but with the projectile firing method of the Plasma Rifle.
A tad higher damage than the Pistol but with the projectile firing method of the Plasma Rifle.
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Re: weapon combination ideas?
BFG/Rocket Launcher, a BFG which can shoot a rocket in the same speed as a RL but same projectile speed as a BFG, but has rocket explosions that appear on all the monsters in your view like the BFG does.
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Re: weapon combination ideas?
I find this idea very good. In fact, I will use a plasma pistol (the "mage character" at slot 2) as a low-tier weapon, though the projectile is smaller and rather beam-like, not circular, and it does a LOT more damage. It's simply called "Plasma blast". Slot 4 will use the Plasma rifle, akin to the pistol-chaingun method.Nevander wrote:How about Pistol + Plasma Rifle = Plasma Pistol
A tad higher damage than the Pistol but with the projectile firing method of the Plasma Rifle.
(I seriously never understood that in a game, which takes place in the far future, why does the pistol look like a First World War relic)
Plasma gun + Chainsaw could also be a Thermic lance. And it's not even a sci-fi fantasy gadget, plasma cutters are real; you can even grab one from eBay (I don't know however, how much portable are they, but still...)
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Re: weapon combination ideas?
plasma rifle + ssg maybe this already has been recommended
but i just skip right to the end ok.
but i just skip right to the end ok.
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Re: weapon combination ideas?
Part of the charm of it I guess, seeing Doom with more futuristic weapons replacing the defaults is just never as good as the vanilla guns. I'll take my Beretta and toy shotgun over a sci-fi pistol and a realistic shotgun anyday.Reactor wrote:(I seriously never understood that in a game, which takes place in the far future, why does the pistol look like a First World War relic)
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Re: weapon combination ideas?
Well, it makes sense. Duke Nukem 3D hadd less problems, as the futuristic weapons' existence was substantiated with alien assault on America, it was more understandable (especially since futuristic weaponry appeared from "Lunar Apocalypse" which itself was a futuristic scenario).
The existence of classic weapons is not bad in a Doom game. Even Doom 3 featured pistol, shotgun, and chaingun, which was sweet. Not to mention if enemy Z-Sectors would be equipped with laser guns from the start, the first few levels would be a nightmare to pass.
The existence of classic weapons is not bad in a Doom game. Even Doom 3 featured pistol, shotgun, and chaingun, which was sweet. Not to mention if enemy Z-Sectors would be equipped with laser guns from the start, the first few levels would be a nightmare to pass.
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Re: weapon combination ideas?
to be honest, doom's shotgun outdoes a good deal of video game shotguns, modern ones, in terms of realism, with the way you can hit things more than 20 feet away, and fire a single shell to kill multiple beings with a human constitution, as opposed to cheesy modern game shotguns where you lump three shells into one person. the super shotgun, as well, does this great justice; really, i think old doom shotguns are some of the best i've seenNevander wrote:Part of the charm of it I guess, seeing Doom with more futuristic weapons replacing the defaults is just never as good as the vanilla guns. I'll take my Beretta and toy shotgun over a sci-fi pistol and a realistic shotgun anyday.Reactor wrote:(I seriously never understood that in a game, which takes place in the far future, why does the pistol look like a First World War relic)
my weapon... a plasma cutter; uses cells for ammo, eats them one per tic, murders anything*
*to a reasonable extent; maybe only slightly more damaging than the chainsaw, if at all, but much faster
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Re: weapon combination ideas?
BFG/Pistol:

I might make a mod where I mix every other weapon with the BFG in some way or another.

I might make a mod where I mix every other weapon with the BFG in some way or another.
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Re: weapon combination ideas?
what about a mod where every weapon is combinedMJ79 wrote:BFG/Pistol:
I might make a mod where I mix every other weapon with the BFG in some way or another.
you get 64 weapons
all are combined
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Re: weapon combination ideas?
I cannot second this enough. Doom's 20th-century zeerust is a beautiful thing.Nevander wrote:Part of the charm of it I guess, seeing Doom with more futuristic weapons replacing the defaults is just never as good as the vanilla guns. I'll take my Beretta and toy shotgun over a sci-fi pistol and a realistic shotgun anyday.