[3.4!] FINAL DOOMER +
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [POLL RESULTS!] FINAL DOOMER
With the Ancient Aliens set relatively done, we've started working on the next set!
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
I really dig that pistol, for a second there I half expected some pulsing bluetracers going through the grooves.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
If this isn't a thing, I'd love if it was. That sounds so good.MasoGuy wrote:I really dig that pistol, for a second there I half expected some pulsing bluetracers going through the grooves.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Looks red and rad, yet looking good!
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Are you going to release them one by one or all three sets at once?
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
All three at once.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Ok just one more before the next update.
The thumbnail's just for you, Yholl.
The thumbnail's just for you, Yholl.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Aw, right in the face. And everything runs red.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Plut Guy's grenade launcher really puts some fear into your soul if you don't get a direct hit with it.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Absolutely. Especially when the projectile actually goes into the final boss' head for once but then it decides, "well, no sign of Romero here, guess I'd better leave and tell that to Plutguy"
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
This is some good shit, guys. Played through TNT Evilution with TNTguy over the last couple days, and enjoyed myself a whole ton. One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.
http://imgur.com/a/y9pTl
I'll be giving Plutoniaguy a runthrough in his game shortly; I'm looking forward to it.
http://imgur.com/a/y9pTl
I'll be giving Plutoniaguy a runthrough in his game shortly; I'm looking forward to it.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
I ran some numbers on that pistol DPS.
Holy shit TNTguy is rocking some serious DPS. It's not just the rapid fire pistol either, it's the mag. And he's still doing comparable damage to Doomguy's pistol, at a rate better than his! I honestly think that even at a 9-12 damage per shot he'd still be quite powerful. The way he is now, he can challenge anything one on one reasonably well with just the pistol except bosses. I want more reason to use those shotguns and SMGs!
Alternatively, I think I'd make the pistol have a 50% chance to not cause pain stun. It's harder to lock down minibosses that way and really gives the SMGs a reason to be used besides murder harder.
Holy shit TNTguy is rocking some serious DPS. It's not just the rapid fire pistol either, it's the mag. And he's still doing comparable damage to Doomguy's pistol, at a rate better than his! I honestly think that even at a 9-12 damage per shot he'd still be quite powerful. The way he is now, he can challenge anything one on one reasonably well with just the pistol except bosses. I want more reason to use those shotguns and SMGs!
Alternatively, I think I'd make the pistol have a 50% chance to not cause pain stun. It's harder to lock down minibosses that way and really gives the SMGs a reason to be used besides murder harder.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
why not decrease the magazine from 17 to something like 12? would that make it less insane?
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
I think that's because it's a dead monster prop, we didn't touch the powerup code or anything.NuclearPotato wrote:One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
That's got nothing to do with us, this is a simple weapons mod, enemies are not touched in any way.NuclearPotato wrote:One quick bug to report with nightvision; occasionally a dead enemy won't glow properly like the rest of the area.
Mmm, I'll drop the damage of the pistol slightly.DoomRater wrote:Holy shit TNTguy is rocking some serious DPS.
I must point out once again that similar weapons are not balanced against each other at all, rather the player is balanced against other players in their full weaponry. Some guns are inferior to the same sort of gun used by another class, but another of your guns might be strictly superior to theirs.DoomRater wrote:And he's still doing comparable damage to Doomguy's pistol, at a rate better than his!
Here's an example of some stats for you; the chainguns.
- Plutonia Machinegun - Damage 10-15, Accuracy 4.2 1.2, Speed 3 tics, Ammo Max 250
TNT Uzis - Damage 4-6, Accuracy 5.5 3.5, Speed 2 tics, Ammo Max 400
Doom Chaingun - Damage 15-20, Accuracy 5.6 1.2, Speed 4 tics, Ammo Max 200
AA ??? - Damage 12-17, Accuracy 4.6 3.0, Speed 4 tics, Ammo Max 250
BTSX ??? - Damage 13-15, Accuracy 0.2 0.2, Speed 5 tics, Ammo Max 200
Of course, this is by no means even slightly close to a perfect balance, it's more based on gut feelings and throwing numbers around, really. If you ever feel like a class as a whole is lacking compared to the others, feel free to bring it up for discussion.