Complex Doom Invasion - v0.99.7h

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C:\)
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Re: Complex Doom Invasion - v0.99.7h

#621

Post by C:\) » Sat Oct 12, 2019 4:23 am

Blast88 wrote:
Thu Oct 10, 2019 1:39 pm
Now perhaps the explosive versions of the super shotgun and railgun should both be removed as part of the balancing process because those two weapons were just too pointless to add in. I do agree that the Plasma Caster secondary fire should penetrate enemies without bouncing because that could help balance the plasma caster. I do also wish for the Legendary chainsaw to be removed as well because there’s no need to have that and the Legendary Quad Shotgun should perhaps be replaced by the Legendary Super Shotgun. The spread rune will indeed need to be removed and as I mentioned, get replaced by the spread sphere.
the explosive super shotgun its ok its not that OP as you think even against a normal cyberdemon it will take time to kill it
the explosive railgun problem its that the dtech railgun it could be considered an explosive railgun already, not to mention the damage and the explosive are more powerful than the explosive railgun, one thing blood could do is remove the dtech explosive and make it a hitscan only like the normal railgun
the legendary chainsaw its a weapon for pros with balls of steel because you will mostly end killed even with a resistance rune
the leg quad shotty kind of agree, at least the other weapon has better reloading animations :P

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Blast88
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Re: Complex Doom Invasion - v0.99.7h

#622

Post by Blast88 » Sun Oct 13, 2019 5:22 pm

C:\) wrote:
Sat Oct 12, 2019 4:23 am
Blast88 wrote:
Thu Oct 10, 2019 1:39 pm
Now perhaps the explosive versions of the super shotgun and railgun should both be removed as part of the balancing process because those two weapons were just too pointless to add in. I do agree that the Plasma Caster secondary fire should penetrate enemies without bouncing because that could help balance the plasma caster. I do also wish for the Legendary chainsaw to be removed as well because there’s no need to have that and the Legendary Quad Shotgun should perhaps be replaced by the Legendary Super Shotgun. The spread rune will indeed need to be removed and as I mentioned, get replaced by the spread sphere.
the explosive super shotgun its ok its not that OP as you think even against a normal cyberdemon it will take time to kill it
the explosive railgun problem its that the dtech railgun it could be considered an explosive railgun already, not to mention the damage and the explosive are more powerful than the explosive railgun, one thing blood could do is remove the dtech explosive and make it a hitscan only like the normal railgun
the legendary chainsaw its a weapon for pros with balls of steel because you will mostly end killed even with a resistance rune
the leg quad shotty kind of agree, at least the other weapon has better reloading animations :P
I would remove the explosive railgun because we got the D-Tech railgun and I think the D-Tech railgun is fine the way it is but it's the explosive railgun that has got to go because that weapon was way too pointless to add. The UAC Respawn Supply activations will definitely need to be balanced out because I hate getting the Ultra Sphere every 30 seconds because the Ultra Sphere is rather kind of high of a power-up to get it so often. So what should happen is that the UAC Respawn Supply should be activated every one minute when at Tier 1, every two minutes when at Tier 2, and every three minutes and not activate during respawning from death at Tier 3.

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Re: Complex Doom Invasion - v0.99.7h

#623

Post by C:\) » Sun Oct 13, 2019 11:02 pm

Blast88 wrote:
Sun Oct 13, 2019 5:22 pm
C:\) wrote:
Sat Oct 12, 2019 4:23 am
Blast88 wrote:
Thu Oct 10, 2019 1:39 pm
Now perhaps the explosive versions of the super shotgun and railgun should both be removed as part of the balancing process because those two weapons were just too pointless to add in. I do agree that the Plasma Caster secondary fire should penetrate enemies without bouncing because that could help balance the plasma caster. I do also wish for the Legendary chainsaw to be removed as well because there’s no need to have that and the Legendary Quad Shotgun should perhaps be replaced by the Legendary Super Shotgun. The spread rune will indeed need to be removed and as I mentioned, get replaced by the spread sphere.
the explosive super shotgun its ok its not that OP as you think even against a normal cyberdemon it will take time to kill it
the explosive railgun problem its that the dtech railgun it could be considered an explosive railgun already, not to mention the damage and the explosive are more powerful than the explosive railgun, one thing blood could do is remove the dtech explosive and make it a hitscan only like the normal railgun
the legendary chainsaw its a weapon for pros with balls of steel because you will mostly end killed even with a resistance rune
the leg quad shotty kind of agree, at least the other weapon has better reloading animations :P
I would remove the explosive railgun because we got the D-Tech railgun and I think the D-Tech railgun is fine the way it is but it's the explosive railgun that has got to go because that weapon was way too pointless to add. The UAC Respawn Supply activations will definitely need to be balanced out because I hate getting the Ultra Sphere every 30 seconds because the Ultra Sphere is rather kind of high of a power-up to get it so often. So what should happen is that the UAC Respawn Supply should be activated every one minute when at Tier 1, every two minutes when at Tier 2, and every three minutes and not activate during respawning from death at Tier 3.
another thing blood could do for the explosive railgun is to nerf the damage but increase the explosive radius, kind of like a prototype rocket launcher-railgun
the uac respawn resupply i agree of giving a longer time per tier but also something else
that shit always overwrite the leg armor by surprise if its down below 250, it should have a timer so we can fix the leg armor before the resupply overwrite it

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Location: Monroe County, New York, United States

Re: Complex Doom Invasion - v0.99.7h

#624

Post by Blast88 » Tue Oct 15, 2019 10:25 pm

C:\) wrote:
Sun Oct 13, 2019 11:02 pm
Blast88 wrote:
Sun Oct 13, 2019 5:22 pm
C:\) wrote:
Sat Oct 12, 2019 4:23 am
Blast88 wrote:
Thu Oct 10, 2019 1:39 pm
Now perhaps the explosive versions of the super shotgun and railgun should both be removed as part of the balancing process because those two weapons were just too pointless to add in. I do agree that the Plasma Caster secondary fire should penetrate enemies without bouncing because that could help balance the plasma caster. I do also wish for the Legendary chainsaw to be removed as well because there’s no need to have that and the Legendary Quad Shotgun should perhaps be replaced by the Legendary Super Shotgun. The spread rune will indeed need to be removed and as I mentioned, get replaced by the spread sphere.
the explosive super shotgun its ok its not that OP as you think even against a normal cyberdemon it will take time to kill it
the explosive railgun problem its that the dtech railgun it could be considered an explosive railgun already, not to mention the damage and the explosive are more powerful than the explosive railgun, one thing blood could do is remove the dtech explosive and make it a hitscan only like the normal railgun
the legendary chainsaw its a weapon for pros with balls of steel because you will mostly end killed even with a resistance rune
the leg quad shotty kind of agree, at least the other weapon has better reloading animations :P
I would remove the explosive railgun because we got the D-Tech railgun and I think the D-Tech railgun is fine the way it is but it's the explosive railgun that has got to go because that weapon was way too pointless to add. The UAC Respawn Supply activations will definitely need to be balanced out because I hate getting the Ultra Sphere every 30 seconds because the Ultra Sphere is rather kind of high of a power-up to get it so often. So what should happen is that the UAC Respawn Supply should be activated every one minute when at Tier 1, every two minutes when at Tier 2, and every three minutes and not activate during respawning from death at Tier 3.
another thing blood could do for the explosive railgun is to nerf the damage but increase the explosive radius, kind of like a prototype rocket launcher-railgun
the uac respawn resupply i agree of giving a longer time per tier but also something else
that shit always overwrite the leg armor by surprise if its down below 250, it should have a timer so we can fix the leg armor before the resupply overwrite it
Yes indeed those things are what we agree for those balances of the UAC Respawn Supply. Now Blood could nerf the damage of the explosive railgun but increase the explosive radius but I think it's better off not appearing in CDI. Instead the explosive railgun should be removed.

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Re: Complex Doom Invasion - v0.99.7h

#625

Post by C:\) » Mon Oct 21, 2019 7:07 pm

Blast88 wrote:
Tue Oct 15, 2019 10:25 pm
C:\) wrote:
Sun Oct 13, 2019 11:02 pm
Blast88 wrote:
Sun Oct 13, 2019 5:22 pm
C:\) wrote:
Sat Oct 12, 2019 4:23 am


the explosive super shotgun its ok its not that OP as you think even against a normal cyberdemon it will take time to kill it
the explosive railgun problem its that the dtech railgun it could be considered an explosive railgun already, not to mention the damage and the explosive are more powerful than the explosive railgun, one thing blood could do is remove the dtech explosive and make it a hitscan only like the normal railgun
the legendary chainsaw its a weapon for pros with balls of steel because you will mostly end killed even with a resistance rune
the leg quad shotty kind of agree, at least the other weapon has better reloading animations :P
I would remove the explosive railgun because we got the D-Tech railgun and I think the D-Tech railgun is fine the way it is but it's the explosive railgun that has got to go because that weapon was way too pointless to add. The UAC Respawn Supply activations will definitely need to be balanced out because I hate getting the Ultra Sphere every 30 seconds because the Ultra Sphere is rather kind of high of a power-up to get it so often. So what should happen is that the UAC Respawn Supply should be activated every one minute when at Tier 1, every two minutes when at Tier 2, and every three minutes and not activate during respawning from death at Tier 3.
another thing blood could do for the explosive railgun is to nerf the damage but increase the explosive radius, kind of like a prototype rocket launcher-railgun
the uac respawn resupply i agree of giving a longer time per tier but also something else
that shit always overwrite the leg armor by surprise if its down below 250, it should have a timer so we can fix the leg armor before the resupply overwrite it
Yes indeed those things are what we agree for those balances of the UAC Respawn Supply. Now Blood could nerf the damage of the explosive railgun but increase the explosive radius but I think it's better off not appearing in CDI. Instead the explosive railgun should be removed.
is up to blood if he dont want his mod to be worse than clusterfuck, theres many factors he needs to take a look but the main ones are
1.-spread rune, i mean REALLY even sepia agree to remove that thing
2.-some weapons are ridiculous broken and OP like the plasma caster bouncing shurikens and Hellstorm Bfg small homing red balls without to mention the alt fire still crash the game
3.-the uac respawn supply and the automatic emergency teleporter

EDIT: yo blood the hellstorm bfg alt fire still crash the game on version 0.99.7i1
honestly you should consider to revamp that weapon by changing the alt fire to be like the cerebral commander boss, a red homing ball, and the primary fire to be like the red balls without the small homing ones like the bfg15k from clusterfuck, that would balance the weapon and probably fix the problem
Last edited by C:\) on Tue Oct 22, 2019 2:01 am, edited 2 times in total.

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