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kabuto wrote: ↑Sat May 13, 2023 1:27 pm
I´m all for the secondary rocket launcher been a triple salvo.
I'm glad you liked this idea!
Oh, right! I forgot to say about the Super Shotgun! Among the guns, it seemed less used. Why? In its effectiveness. The Standard Shotgun has an Alternative Attack that completely kills the desire to use a Super Shotgun. I don't know about others, but I think it needs to be improved. New Attacks are not worth it, but at least increase the Damage so that it justifies its name.
In short, if you modify the Rocket Launcher and Super Shotgun, then you can consider the mod completely completed!
The SSG is very powerful, in older version of the mod, the regular shotgun was the one not used much, now it's the opposite. The better solution is to nerf the regular one, for now I think it has to consume more bullets.
Alt attack for the RPG is a sound idea, I was thinking maybe rapid fire grenades (like the battlelord ones or the ones from D64), I'll look up the salvo stuff since I don't know much about it.
kipo wrote: ↑Sat May 13, 2023 3:28 pm
The SSG is very powerful, in older version of the mod, the regular shotgun was the one not used much, now it's the opposite. The better solution is to nerf the regular one, for now I think it has to consume more bullets.
Alt attack for the RPG is a sound idea, I was thinking maybe rapid fire grenades (like the battlelord ones or the ones from D64), I'll look up the salvo stuff since I don't know much about it.
So that the Shotgun consumes more shot? Yes, quite a good option! 4 Fractions for a Fire Shot is a freebie! For such power, a large fee is needed.
And about the Grenade Launcher... It's hard to say. It doesn't fit with the Cannon Model. And why do we need a Grenade launcher if you gave us universal Pipe bombs, not to mention the Velcro Mines that stick to Monsters? So it's better to look at the code how to do a Triple Salvo.
I tested the Test Version of the mod on DBP10 and found one bug on MAP04 with invisible obstacles. In the original, there should be Flashing Lights in specific places, but because of the modification, there are none. They create invisible pillars that must be bypassed or cannot be bypassed at all.
Void Warrior wrote:
So that the Shotgun consumes more shot? Yes, quite a good option! 4 Fractions for a Fire Shot is a freebie! For such power, a large fee is needed.
Yes that's the idea.
Void Warrior wrote:
I tested the Test Version of the mod on DBP10 and found one bug on MAP04 with invisible obstacles. In the original, there should be Flashing Lights in specific places, but because of the modification, there are none. They create invisible pillars that must be bypassed or cannot be bypassed at all.
Thanks for the bug report, it seems it also happens in the regular release. I'll look into it.
Is there a chance to ever see a version with additional 64 guns? For example, SPAS-12 with the possibility of semi-automatic fire would be a good "canonical" alternative to the SSG.
Caligari87 писал(а):
> Thank you for providing the proper content warning. However your Drive
> share needs to be set to "anyone with the link" in order to be
> downloadable.
>
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Have you ever considered giving the pistol an altfire? I have my own little mostly cosmetic addon I've been working on and off on, but I ended up giving the weapon an altfire that's more powerful, but has a slower firerate and uses two bullets per shot.
Yes I have some ideas, bullets that ricochet, or the other one is dum dum rounds, bullets that pierce and make them bleed for some time causing damage. But I still don't how it will turn out, some ideas are discarded when I implement them because they don't feel fun in game.
kipo wrote: ↑Thu Aug 03, 2023 3:28 am
Yes I have some ideas, bullets that ricochet, or the other one is dum dum rounds, bullets that pierce and make them bleed for some time causing damage. But I still don't how it will turn out, some ideas are discarded when I implement them because they don't feel fun in game.
Ricochet in my opinion does not sound very good. But Bullets with subsequent Bleeding are quite appropriate. Or you can just add Increased Damage for Double Spending Ammo.
But I don't understand: "Why add an Alternative Attack to Pistols if you have Two Barrels instead of one?" Although I recently played a New Level in "Supplice" and thought about an Alternative Shooting Assault Rifles. Can something similar be implemented for Pistols?