New update pushed to the master branch now. This one focusing on shotguns.
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--UMP45
-Casings added.
--Winchester Model 1912
-Changed shotgun to Winchester Model 1912! How is such a old weapon in Doom? ...Don't worry about it.
-Magazine size raised to 6
-Spread tightened.
-Recoil reduced.
-Pellet count down to the actual amount of pellets in a shell. Not sure how I missed it.
-Power upgrade changed : Slam Firing!
-Speed upgrade sped up.
--SPAS-12
-Pellet count waaaaaaay up.
-Individual pellet damage way down.
-Recoil greatly reduced.
-Spread tightened.
--L11whatevernumberthefuckingsniperrifle
-Casings added.
--Misc
-All bullet weapons no longer thrust enemies.
-HUD tweaks.
-New M_DOOM thanks to Lud
I won't lie, there are some changes here that some might question. Allow me to in a probably long winded post that will be TLDR'd explain.
TL,DR: I learned some not commonly known REALISM stuff.
Long version: So first, the shotgun has been changed almost completely. It's still a shotgun, but now I actually did some research instead of kinda guess. Like learning that 9 pellets is the standard for shotguns, thus me lowering the pellet count. And my guess of individual pellets doing about as much as a 9mm being (probably) not far from the truth; shotguns have a muzzle velocity of 1200 ft/s, which is around what a Beretta M9 (the pistol of the mod) is, and a 00 shot pellet is about the same size as a 9mm bullet (same as the M9...again) so logic dictates that it would do the same damage (5-15) just with 9 of them instead of one. This does nerf the damage quite a bit, but it's still pretty comfortable. You can still kill zombies in 1 shot, and pinkies in 2, so I'm okay with it. Also, it can slam fire with the Red Upgrade. And slam firing is cool. Its where you hold down the trigger, and pump, and the gun shoots as it pumps. It's dangerous as all hell, and tears the gun up, but for the context of Doom, I'm not worried about it. It was a predecessor to automatic shotguns in WWI with this very gun, even if it was a design oversite.
Shotguns are also a hell of a lot more accurate then I previously thought. Video games, Doom included, tend to over exaggerate the spread. By a lot. Like with a full choke, the spread of a shotgun is 40 inches after 40 meters, or roughly 120 feet. While it's hard to tell distances in Doom, because nothing is to scale and a lot of maps are kinda esoteric, I think I've gotten close. Well, close-ish. I'm making some assumptions about a modernized Model 1912's choke. But considering it's unrealistic that such old gun would be still used in the far off year of Doom, I gave myself some lee-way on this one.
Flechettes are also not nearly as good as one might think. A number of reports show that they tend to fail to stay straight, and don't do nearly the amount of damage of buckshot. Many a report involving a flechette penetrating a target, but failing to inflict enough trauma to drop the target, allowing them to continue fighting until bleed out, which is a mechanic I'm not interested in adding to Soldier Z. And that's if the flechette even penetrates. They often turn sideways and then hit the target, which does jack and shit, or only penetrate tip deep, failing to inflict any sort of major wound. But fucking TWENTY of the things are packed into a shell, instead of merely 9. So to prevent the SPAS from being useless and so I didn't have to revert my rework of it, I made some more assumptions about flechette development over the years. The performance of them assumes them working 100% as intended. Less damage then a 00 shot, but tighter spread and less recoil.
Speaking of, recoil has largely been reduced because I make a comment in the M249's description that your cybernetic augments allow you to mange the recoil better and use it on foot. So, why wouldn't they also reduce the recoil from a shotgun? Simple answer: they wouldn't, so for consistencies sake, the recoil has been reduced. I'm probably going to go back and do the same with every other gun.
Finally, the last change that I feel I must address is the change of bullet weapons not pushing enemies anymore. I want to clarify that this doesn't mean they don't flinch; enemies still enter the pain state, and can still be stun locked with certain weapons (Cacos and the M249, anyone?), but they won't be pushed back. Why? Bullets don't do that. Most of the energy in a bullet is spent splitting skin and bone. It's like getting poked with a needle as opposed to getting punched. Targets hit by bullets just crumple; they don't go flying back in any capacity. With vests, they do, because the energy gets spread out, resulting in it being like getting punched in the chest with a big fist. Knocks you on your ass. But getting knocked down and maybe breaking a rib is a hell of a lot better then a hole through your chest, lungs, ribs and back.
Finally super huge special thanks to Lud for the new logo. I asked for it as a joke on Discord and he delivered.
Coming next is the MP5 class update, so prepare your bodies. It might take me extra long to get it out, but I'll be working hard at it when I can all week.