That's an idea, yeah. I considered a magnum or machine-pistol alternate for the pistol, but like...basically anything you do to the pistol is going to end up sitting weird next to the pistol, mostly because the pistol's role in the arsenal is really just "something to hold you over until you pick up a shotgun". It's why I suggested buffing the pistol's damage alongside adding the Blaster, since if you don't do anything to the pistol, an infinite-ammo version is a straight upgrade.Darkbeetlebot wrote: ↑Sat Feb 08, 2025 2:49 am So, if you weren't aware, there actually is a variant of the BFG9K that uses what is essentially an explosive projectile. I picked it up in my last playthrough and it does INSANE damage. And while I like the first couple ideas, I would prefer if an infinite ammo weapon were a bit stranger, like that one cryo blaster from Combined Arms. Though if there is a cryo weapon, it should also deal like 1 normal damage just so it can break the frozen monsters it makes.
Making slugs an affix for the regular shotgun would work, especially since I figured it would be an alternate shotgun--that is, you can't carry the single-barrel and slug rifle at the same time. Honestly, the single-barrel shotgun suffers from a similar problem to the pistol--the SSG is almost always more ammo efficient than it, and switching to the regular shotty is almost not worth it against smaller enemies. Re: the zipguns, I figure they'd have even wilder spread than the chaingun--and I also figured this would be implemented alongside the chaingun rework I suggested. The primary issue with the chaingun right now is that it's trying to be the SSG to the submachine gun's regular SG--but the windup just makes it too unwieldy, and bullets are often in shorter supply than shells to begin with; it takes four(!) clips dropped from zombies to fire as many bullets as there are in a vanilla SSG blast, and you get two vanilla SG blasts per dropped shotgun or set of shells. The CG ends up feeling more wasteful than it should be, which is why I suggest being able to tap-fire it more easily.Slug Rifle is something I recommended as a modification for the regular shotgun, but it being its own weapon could also be a thing. Personally, I think it would be better as a legendary affix or as a quality of the regular shotgun. Dragon shot I feel is too similar to the SSG when there could just be an affix that gives ripper shots to the guns. The zipguns, while cool, kind of intrude on the chaingun which is already just barely viable enough to keep up with the SMG's efficiency and ease of use. I fear they may just become the best bullet weapon if they existed. Grenade launcher and railgun though? Agreed, I'd love to see those. Perhaps the railgun could also be a rail-sniper.
Yeah, the speedsuit suffers from invisibility being kind of a shitty powerup overall...maybe instead of invis, it gives you temporary invulnerability when you're moving fast enough? Maybe moving quickly charges up invincibility against one hit, to keep it from being a complete get-out-of-jail-free card on larger maps...As for the other suggestions, I don't see the point of the speedsuit. Invisibility is way worse when you move because of how it can make enemies accidentally lead their shots into your line of movement, which means it could be even worse than security armor. The chaingun, though, I think something does need to be done to overhaul it. The way it currently works is just a way clunkier version of the OG brutal doom minigun. Making it function more like the one in Project Brutality (but less crazy) would be great. Hell, just an alt-fire spinup would be great. Not big on grenades, though. I never use them in any mod I play, and despite the lowered ammo supply you still pack plenty of heat in this mod. And if a grenade launcher is implemented, grenades become kind of redundant. I've also never seen anything like the ammo efficiency idea done before. I know it's kind of possible as a result of a bug due to how the double ammo dvar works with reloading mechanics. For those who don't know, using double ammo in a mod with reloading usually causes you to reload at twice the ammo efficiency. So if you have a shotgun that reloads per shell, with double ammo on, it will reload 2 shots per 1 shell from your reserve. It also works with clips, so reloading a clip of 30 bullets would only take 15 from your reserve. I don't know if it would be possible to alter this behavior on a per-weapon level, though.
Re: grenades, there's a reason I figured grenades would lean into applying status effects specifically. I want something like Diablo's spells, to give me more complex options than "point gun at enemy". A way to lock down specific enemies, stack DoTs on a big target, or spread a bunch of napalm for area denial--that's what I'm looking for. I hadn't played with the flask update until just now, but they're also heading in the direction of giving you more complex buttons than 'fire'. A grenade that just blows stuff up isn't really the point of adding grenades as a gear slot.
Re: ammo efficiency, it should be a fairly simple change to whatever functions are used for reloading. Instead of doing
Code: Select all
// after figuring out if there's enough reserve ammo
A_TakeInventory(ammotype1, magsize);
A_GiveInventory(ammotype2, magsize);
Code: Select all
double takeamount = magsize * (1 - ammo_efficiency); // at ammo_efficiency = 0.5, results in magsize * 0.5; at ammo_efficiency = -0.5, magsize * 1.5
// ...
// figure out if there's enough reserve ammo
// ...
A_TakeInventory(ammotype1, takeamount);
A_GiveInventory(ammotype2, magsize);
Oh, and now that I've sat down to try the flasks...I feel like the obvious thing to do for a legendary bottle would be the Trusty Vault 13 Canteen with some kind of automatic use affix.