CompetitiveWeapons - The RNG remover (1b)

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Xsnake
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CompetitiveWeapons - The RNG remover (1b)

#1

Post by Xsnake » Mon Nov 09, 2015 9:36 pm

This mod gets rid of the vanilla weapons randomness :

● All pellets now deal 10 damage (instead of 5, 10, 15)
The Shotgun & SSG pellets direction is no longer random (see screenshots below)
● Rocket, Plasma & BFG balls deal a fixed amount of damage (RL & BFG splash/blast damage is unchanged)
● Fist always does 10 damage (no berserk) and 100 damage (with berserk)
● The pistol/chaingun's pellets behave as they did before, except the chaingun's spread was very slightly reduced
Spoiler: Screenshots (Open)
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At first, I was trying to split evenly the SG/SSG pellets in accordance with the game's hardcoded spread values. But this didn't quite reflect the reality of the game's online experience (IMHO), or at least the experience I have of it.
So I narrowed the pellets repartition a little and everyone I tested this mod with agreed that is was fine this way.
I encourage everyone to give it a shot and let me know what they think.

Note that this was heavily tested in CTF. We didn't give it a try in duel or any other gamemode.

Download (6 Ko)

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RE: CompetitiveWeapons - The RNG remover (1b)

#2

Post by Doomkid » Tue Nov 10, 2015 1:12 am

A really interesting concept here, very curious to see how it plays.
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RE: CompetitiveWeapons - The RNG remover (1b)

#3

Post by Kara Kurt » Tue Nov 10, 2015 2:15 am

^It plays very well actually! Especially with the Shotgun.

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RE: CompetitiveWeapons - The RNG remover (1b)

#4

Post by Medicris » Tue Nov 10, 2015 12:09 pm

Oh boy, this is a long time coming. Especially since using Quake Live's patterned shotgun, I've loathed the sg/ssg in Doom multiplayer. Hopefully this makes them a bit less fickle past point blank, will see how damage at different ranges feels.
Last edited by Medicris on Tue Nov 10, 2015 12:12 pm, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#5

Post by ZZYZX » Tue Nov 10, 2015 2:04 pm

I don't like this mod. Random is advantageous.

Also the typical supershotgun spread is not ROUND. It's a bit squished.
Last edited by ZZYZX on Tue Nov 10, 2015 2:42 pm, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#6

Post by Galactus » Tue Nov 10, 2015 2:14 pm

Circunei Z wrote: I don't like this mod. Random is advantageous.
I think that's more or less the exact reason why they made this.

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RE: CompetitiveWeapons - The RNG remover (1b)

#7

Post by ZZYZX » Tue Nov 10, 2015 2:30 pm

Galactus wrote:
Circunei Z wrote: I don't like this mod. Random is advantageous.
I think that's more or less the exact reason why they made this.
That they don't want to have advantage?
Oh wait. It's made by a person that never plays Doom since the dinosaur years.
Last edited by ZZYZX on Tue Nov 10, 2015 2:31 pm, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#8

Post by Ænima » Tue Nov 10, 2015 3:34 pm

Let's run it with FNF sometime and see how it goes.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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Mercenaries (on hold)
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RE: CompetitiveWeapons - The RNG remover (1b)

#9

Post by Combinebobnt » Tue Nov 10, 2015 9:43 pm

nice mod i like it good

i have a good mod too http://www.[bad site]/download?file= ... eapons.wad competitive weaphttp://www.[bad site]/download?file= ... eapons.wadons and it is like your mod its supposed to be very competitive tested over 20 years of doom for balance so the balance is good for the competitive people in doom we think of them first because the balance for the competitive scene is important doom ctf is hard and tried gamemode needs good balance, maybe this will revitalize the doom community?

here are competitive balance changes:[spoiler]
fist - hurt in always brutal berserk mode

chainsaw - makes player go faster

pistol - faster because its weak

shotgun - added vertical spread and a few more pellets

super shotgun - non random spread, line up your target for the most accuracy! guaranteed VERY doom random for always kill 1 hit

chaingun - chaintapping is easier

rocket launcher - easier to rocket jump and rocket is faster

plasma gun - balance for less spam

bfg - fires very powerful shot, but takes longer to charge and more ammo, worth the wait
[/spoiler]

please give a criticism make sure balance is good for competition

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RE: CompetitiveWeapons - The RNG remover (1b)

#10

Post by one_Two » Tue Nov 10, 2015 10:03 pm

Circunei Z wrote:
Galactus wrote:
Circunei Z wrote: I don't like this mod. Random is advantageous.
I think that's more or less the exact reason why they made this.
That they don't want to have advantage?
Oh wait. It's made by a person that never plays Doom since the dinosaur years.
neither random or non-random gives any advantage to any player as you both have to deal with same conditions.

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RE: CompetitiveWeapons - The RNG remover (1b)

#11

Post by Fsn76 » Wed Nov 11, 2015 12:38 pm

Circunei Z wrote: Oh wait. It's made by a person that never plays Doom since the dinosaur years.
Usefull post. Really.

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RE: CompetitiveWeapons - The RNG remover (1b)

#12

Post by Xsnake » Wed Nov 11, 2015 3:51 pm

I was first afraid that this mod might go unnoticed. I'm glad you guys did your best to gather as much attention as possible to it (in a way that totally made my day, besides). Thank you for that :wink:

However, I'd like to clarify a few points. I've been playing this game for years and I'm 100% fine with its RNG system. It's part of the game and I don't think it has a huge impact on the outcome of a match. Weapons are still reliable in spite of their randomness.
When playing other games such as TF2 over the years, I found it interesting that you can make the shotguns/scattergun always fire the same predefined pattern of pellets, and I've always wondered how that would work on Doom.

That's all this mod is about.

After seeing it worked pretty well during a couple of testing sessions in CTF, I just thought I would share it here.

The only mistake I made was probably to put the name "competitive" in it :lol: Woops!

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RE: CompetitiveWeapons - The RNG remover (1b)

#13

Post by RoSKing » Thu Nov 12, 2015 4:14 am

When I play tested this in private with them, shots felt consistent however it's hard to speculate fully on if the SSG is completely over powered or not as the lag made it hard to tell with it being inconsistent at times (What else can you expect with lag). The SG felt very nice, I wasn't using too much of the CG to notice. But you really can't go wrong with defined damage. This is why Quake abandoned its RNG when considering damage.
Last edited by RoSKing on Thu Nov 12, 2015 4:15 am, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#14

Post by Zeberpal » Thu Nov 12, 2015 9:02 am

I remember Monsterovich or somebody made a similar mod thread, but everyone bashed with criticism on him aka Doom is random and all. But it seems most approve it in this thread. Interesting.
Last edited by Zeberpal on Thu Nov 12, 2015 9:02 am, edited 1 time in total.
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RE: CompetitiveWeapons - The RNG remover (1b)

#15

Post by RoSKing » Thu Nov 12, 2015 10:35 am

There's two different groups of people really, some people seem to want to stick to the RNG because it's more vanilla? I haven't heard really any other arguments supporting RNG other than it's just how doom was initially made. "It's what we're use to".

I've always supported that Doom shouldn't have RNG, because I've always thought rolling a dice to see if my shot executes the way we expect it too is way too inconsistent. I remember seeing a graph about how different the damage could potentially come out with RNG and it's pretty ridiculous considering the highest amount of potential damage in comparison to the lowest. Others can say that there are other factors where RNG will still persist. I really don't think that fact demeans the idea of attempting to reduce how much RNG the game is dependent on, as regardless with any FPS, some RNG will always play a factor; But reducing it to the lowest potential amount always seems ideal to me. Too many times has everyone seen on doom things that people really shouldn't get away with because of how we've been conditioned with how weapons work normally.

One example specifically I can think of is Water telling me about how he got the highest potential damage on the CG and it only took around 4-6 bullets to kill one person from 100% health, whereas our expectations are always that it should take more than that.

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RE: CompetitiveWeapons - The RNG remover (1b)

#16

Post by one_Two » Thu Nov 12, 2015 11:52 am

No expert here but isn't there a skill to optimising how accurate the CG is by not holding down the fire button, seems like a nuance that'd be worth keeping but I'm all for the sg changes

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RE: CompetitiveWeapons - The RNG remover (1b)

#17

Post by Monsterovich » Thu Nov 12, 2015 1:00 pm

Zeberpal wrote: I remember Monsterovich or somebody made a similar mod thread
Yeah, I was the first who posted that.
Zeberpal wrote: but everyone bashed with criticism on him aka Doom is random and all. But it seems most approve it in this thread. Interesting.
Just wait a little, deathmatch fags professionals will come soon. They really approve random because it's a TRUE DOOM GAMEPLAY.
Last edited by Monsterovich on Thu Nov 12, 2015 1:27 pm, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#18

Post by Doomenator » Thu Nov 12, 2015 2:54 pm

Monsterovich wrote: ...deathmatch fags professionals...
lol :biggrin:

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RE: CompetitiveWeapons - The RNG remover (1b)

#19

Post by Kara Kurt » Thu Nov 12, 2015 4:56 pm

Take a look
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The [video] tag is deprecated, please use the [media] tag

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RE: CompetitiveWeapons - The RNG remover (1b)

#20

Post by Doomkid » Thu Nov 12, 2015 9:21 pm

Xsnake wrote: I was first afraid that this mod might go unnoticed. I'm glad you guys did your best to gather as much attention as possible to it (in a way that totally made my day, besides). Thank you for that :wink:
I'm glad you understand it was just a joke, I actually got a few messages afterwards that were telling me I had turned my back on the community and other such shit for partaking in the joke threads.. I have no idea how people got that impression.

I've still yet to test this out but I plan to soon enough.
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