
Equilibrium Chainsaw is a fancily-named rebalance of Doom 2's weapon arsenal.
No screenshots - no fancy new sprites here, except the logo.
I made a spreadsheet of Doom 2's weapon damage/ DPS, and learned a few things in the process -
- The commonly-provided damage and cyclic rate numbers (i.e., the ones you get from a google search) are wrong.
- The damage progression of the weapons is weird and doesn't make a ton of sense.
Changes, in brief -
- All weapons have had animations re-timed to feel better.
- Weapon damages have been increased, overall, but not by a massive amount.
- Weapon roles remain unchanged. You'll still want the SSG in the same type of situation you did before.
YES, I WANT TO TASTE THE EQUILIBRIUM
Changelog:
- Beta 3 -
Fist icon fixed.
BFG framecount retimed and sped up.
Additional damage tweaking to bring weapons better into their own roles. - Beta 2 -
Fixed the Chaingun flash not playing correctly.
Switched the BFG back to the original targeting method (raycast from player, not projectile). - Beta -
Cleaned up and added fluff to all weapon files (fluff will be added to OP as well).
Re-balanced damage again on almost all weapons. In general, this was a nerf, based on maximum shots to kill statistics.
More visual polish on all weapons: Retimed BFG fire, added quakes on some weapons, added hitstop on Fist.
Lots of additions to the damage spreadsheet, including more accurate rocket damage calculations. - Alpha 2 -
Fixed damagefunctions to only multiply by 3 instead of 8
Re-timed pistol animation and included unused frame
Re-timed and tweaked sounds on shotgun
Buffed SG / SSG damage to compensate for altered cyclic rate - Alpha 1 -
Fixed the plasma gun doing insane amounts of damage due to hammerspace projectile launching
- Chainsaw -
Unlike the normal Chainsaw, this is a carbide-toothed rescue saw, intended to cut metals and other man-made obstacles. This, of course, greatly improves its demon-shredding power. - Fist -
The Marine has been paying better attention to his striking training, and his knuckle dusters are now quite a force to be reckoned with. - Pistol -
The rebalanced pistol is very similar to its predecessor, but now loads 9mm +P rounds. This trades some accuracy for higher damage and cyclic rate. - Pump-action Shotgun -
The rebalanced shotgun trades in the duckbill for a more conventional barrel. In addition, it now fires a hotter buckshot loading with more pellets. This model does require a more deliberate stroke of the pump to load the next round, but the additional power is well worth it. - Super Shotgun -
The rebalanced Super Shotgun has a slightly altered reload sequence, and now fires the same hotter-loaded 12-pellet 00 buckshot that the pump-action shotgun fires. The long barrel also imparts additional velocity. - Chaingun -
The rebalanced Chaingun is actually an earlier model - it fires 4.5mm duplex rounds in bursts of 4, but with no refire delay. Although it's no longer quite as accurate at long range, the 4.5mm duplex is substantially more powerful than its successor. - Rocket Launcher -
The rebalanced Rocket Launcher fires more slowly, but its rockets are much faster in flight. Unfortunately, the faster-burning fuel has an adverse effect on direct damage, causing greater variation. Despite this, average damage is increased. - Plasma Rifle -
The rebalanced Plasma Rifle uses an upgraded magnetic field to fire a faster projectile. The field dissipates more slowly, giving the projectiles a chance to bounce off walls. This also results in occasional chain-firing of surplus ionized gas in the firing chamber, effectively giving 'free' shots. - BFG 9000 mod. 2 "Catherine" -
No two BFGs are alike: the bizarre mish-mash of teleporter components, phased plasma couplings, and a surplus rocket nacelle defies any attempt to mass-produce this giant of a weapon. This BFG has a faster than average firing cycle, but vibrates and shakes alarmingly with every shot. It seems to be more destructive, but at this level of damage, that's a somewhat academic calculation.