[Beta] Equilibrium Chainsaw - It's a rebalance

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silentw
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[Beta] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

Image
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.
So I decided to fix it. As an additional limitation, I didn't want to use any non-vanilla assets (I added one sound, oops.)

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.
Download and please provide feedback!
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
The Fluff:
  • 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.
Last edited by silentw on Wed Mar 27, 2019 7:25 pm, edited 7 times in total.
acridAxid
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by acridAxid »

Just tried it quickly, noticed that the final bit of SSG reload sound plays more than once, slightly offset.

Looks neat! Didn't expect the plasma bolt rebound!
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silentw
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

acridAxid wrote:Just tried it quickly, noticed that the final bit of SSG reload sound plays more than once, slightly offset.
That's actually how it sounds in vanilla Doom 2! Wierd, huh?
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Arctangent
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by Arctangent »

silentw wrote:
  • The commonly-provided damage and cyclic rate numbers (i.e., the ones you get from a google search) are wrong.
If you're referencing the stuff on the Doom Wiki, then that's because they're based on the vanilla Doom PRNG, so the way it functions leads to random behavior that isn't properly random. So, regular ol' probability calculations are actually wrong.
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silentw
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

Arctangent wrote:
silentw wrote:
  • The commonly-provided damage and cyclic rate numbers (i.e., the ones you get from a google search) are wrong.
If you're referencing the stuff on the Doom Wiki, then that's because they're based on the vanilla Doom PRNG, so the way it functions leads to random behavior that isn't properly random. So, regular ol' probability calculations are actually wrong.
I didn't even know the wiki had that - I was referencing this site. Regardless- GZDoom's damage values are not the usually-quoted ones, so the only way to actually find them out is to check the code in gzdoom.pk3... Which I should have done in the first place, before bothering to graph out the wrong values :P
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Arctangent
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by Arctangent »

silentw wrote:I didn't even know the wiki had that - I was referencing this site. Regardless- GZDoom's damage values are not the usually-quoted ones, so the only way to actually find them out is to check the code in gzdoom.pk3... Which I should have done in the first place, before bothering to graph out the wrong values :P
I mean, the only thing that table gets wrong is that the super shotgun launches 20 pellets, not 21, regardless of if you're playing vanilla or GZDoom. Aside from that, the damage values there are completely accurate to GZDoom, aside from maybe a handful of the monsters' base damages since I don't know those by heart.
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silentw
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

I found discrepancies in the stated ROF of almost every weapon as well... but that might be due to rounding on the chart's part.
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Arctangent
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by Arctangent »

silentw wrote:I found discrepancies in the stated ROF of almost every weapon as well... but that might be due to rounding on the chart's part.
Yeah, a gamesim that runs at 35 frames per second does not make for nice-looking numbers.
acridAxid
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by acridAxid »

silentw wrote:
acridAxid wrote:Just tried it quickly, noticed that the final bit of SSG reload sound plays more than once, slightly offset.
That's actually how it sounds in vanilla Doom 2! Wierd, huh?
Accidentally revealed how little I care for vanilla Doom 2...
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silentw
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

Alpha 2 is uploaded! Soon, more minor VFX will be added to all weapons and that will constitute a beta release, please look forward to it.
thewolfman00001
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by thewolfman00001 »

Sounds amazing, I can't wait to try this mod out! :)
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silentw
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

The Beta is here! You can grab and pack the github build yourself, or grab the pre-packed pk3.
thewolfman00001
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by thewolfman00001 »

Nice! I will be sure to give it a try when I can :)
acridAxid
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Re: [Alpha] Equilibrium Chainsaw - It's a rebalance

Post by acridAxid »

Running the beta with the latest stable GZDoom, I noticed on MAP02 that the shotgun sargents in the secret next to the red key will hop in the teleporter back to the map start. I don't think I've ever seen them do that before. EDIT: Nevermind, I just tried it again without EC and they absolutely do that. I don't know why I'm testing this with Doom 2 since it's obvious I don't play it much as Doom E1!

I do like how the chainsaw feels, though on the other hand I notice that on MAP01 I can now dash through the three imps lined up in front the switch that opens the door to the outdoor area. And in the outdoor area, I can effectively circle strafe the crowd of imps and take minimal to no damage. I'm usually punished for trying to be so brazen. Meanwhile, it still takes four or five pistol shots to drop an imp. I understand rebalancing the weapons is the purpose of the mod, but just wanted to make sure this met your intentions.

Anyway, it emboldened me to try to push forward with a chainsaw-only playthrough!
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silentw
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Re: [Beta] Equilibrium Chainsaw - It's a rebalance

Post by silentw »

It's always interesting what you find out when you try to look very closely at something you've seen 100 times before. I keep finding new nuances in E1M1! As to enemy behavior, you can look in the files - the enemies are exactly as they are in vanilla, nothing even remotely related to them was changed.

I'm still going to do one more round of damage balance before final release, as I think I may have overcorrected on the lower-end weapons. Please keep the feedback coming!
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