Samsara - No longer under active development.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
zdude
 
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RE: Samsara - 0.27b - Ranger leads the way.

#461

Post by zdude » Sat Dec 29, 2012 5:36 am

I know this is a bit late, but I have just released updated version of the translation patches for Heretic and Hexen!

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RE: Samsara - 0.27b - Ranger leads the way.

#462

Post by President People » Sat Dec 29, 2012 7:12 am

Ayyyy, zdude's back! :D

I'll have to check these out.
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RE: Samsara - 0.27b - Ranger leads the way.

#463

Post by Untitled » Sun Dec 30, 2012 3:08 am

Overall, this has got to be one of my favorite Doom mods ever, but like with every good Doom mod, I have a few ideas, divided by class (though this my first post on Zandronum, so this is the first time doing it more publicly than to myself):
-DOOMGUY AND CHEX WARRIOR: To be honest, Chex Warrior seems OP compared to Doomguy, with the reduced damage, lack of self radius damage, and slightly better hitscan accuracy, as well as everything hitting ghosts. Doomguy's only apparent strength over him is the SSG, which doesn't even hit Ghosts.
-PARIAS: A 1:1 ammo conversion for Ammo 3:Ammo 4 seems like a ripoff in rocket heavy levels. (A Large Ammo 3 gives me...6 Mana.). Same goes for Ammo 2:Ammo 1 conversion (Large Ammo 2 gives me...20 Mana), but those are (usually) so common it doesn't get noticed.
-B.J: Weapon pickups give him 6 bullets. Seriously? This makes him really easy to run out of ammo with.
-DUKE: Explosive Shotty uses ammo 3, making it rather unused since ammo 3 is too rare, and RPG is more practical when Ammo 3 is available, and it would also make ammo 2 more useful since riot shotgun isn't that strong.
-SECURITY OFFICER: I'd switch the TOZT-7 Napalm Unit with the KKV-7 SMG Flechette, since the former is a melee killer, and the latter is an accurate all around weapon, which also gives an excuse to buff the SMG (was it actually stronger underwater in Marathon, and even so, it was originally a higher tier all around weapon). That, and why do dropped chainguns give him 52 bullets and 7 grenades? (It feels unbalanced to get 7 rockets off a chaingunner, though they are the bane of many players' existence, so it feels fair sometimes.)
-RANGER:Quick Question: Is it intentional that clips dropped by zombiemen don't give a single lava nail, and that weapon pickups don't give DOE ammo either? (also, I'd make the Ammo:DOE Ammo ratio 5:1, but that's just me going OCD at 12 lava nails a box, so that's fine.)
Mind you, these just suggestion, so don't feel offended by any of this if this sounds impolite. If that seems like a lot, don't worry, I honestly don't expect responses to all of them. This is still one of the best mods I have ever played (and still play, especially SO, which from what I can tell, is a coding nightmare, and Ranger, which must have been spriting nightmare due to 3d shenanigans.)
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RE: Samsara - 0.27b - Ranger leads the way.

#464

Post by Ijon Tichy » Sun Dec 30, 2012 3:47 am

Untitled wrote: -RANGER:Quick Question: Is it intentional that clips dropped by zombiemen don't give a single lava nail, and that weapon pickups don't give DOE ammo either? (also, I'd make the Ammo:DOE Ammo ratio 5:1, but that's just me going OCD at 12 lava nails a box, so that's fine.)
yes, zombieman drops and weapon pickups intentionally do not give you DoE ammo, and it's going to 3:1 (or maybe even back to 2:1) for 0.28 since they're getting their damage output nerfed to 150% (you can tell they weren't very planned for)

I might make zombieman drops give lava nails, but the weapons themselves will have strictly vanilla ammo, mostly because they shouldn't be hogging the spotlight more than they already are

then again DoE ammo capacity is getting slashed heavily for 0.28 (although /how/ slashed is still fluctuating) because seriously, they fucking shattered balance

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RE: Samsara - 0.27b - Ranger leads the way.

#465

Post by Aqua Kitty » Sun Dec 30, 2012 3:49 am

Another thing you could try for Ranger is an option to disable DoE ammo.
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RE: Samsara - 0.27b - Ranger leads the way.

#466

Post by TerminusEst13 » Sun Dec 30, 2012 6:18 am

Overall, this has got to be one of my favorite Doom mods ever. [...] Mind you, these just suggestion,
Thank you very much, and thank you for the feedback! I'm always eager to hear people's thoughts and ideas.
DOOMGUY AND CHEX WARRIOR: Doomguy's only apparent strength over him is the SSG, which doesn't even hit Ghosts.
Doomguy has a few extra differences that tip things in his favor--his Rocket Launcher is much faster, and his Plasma Rifle does more damage. Though one thing that has been worrying me is the LAZ Device. It's just as damaging/powerful as Doomguy's BFG, and the Zorch spray just plain doesn't zorch enemies in Zandronum. I'd like to see if I can tone it down sometime and/or fix that in one fell swoop.
SECURITY OFFICER: [...] why do dropped chainguns give him 52 bullets and 7 grenades? (It feels unbalanced to get 7 rockets off a chaingunner, though they are the bane of many players' existence, so it feels fair sometimes.)
That's...well, that's an interesting answer.
The short version is that they used give only Ammo 1, and didn't refill the mags at all. Then ijon came in, wizard that he is, and redid the entire pickup system in ACS--it adds a lot of extra awesome features! At the moment, though, it gives everyone's Weapon.AmmoGive and Weapon.AmmoGive2 amount...which in the case of the SO's weapons is the magazines.
I'd like to go back to the "used to give only Ammo 1" eventually, but at the moment none of us want to touch the weapon pickup system again, heh. We're still a little sore about the WSTE-M5.
B.J: Weapon pickups give him 6 bullets. Seriously?
The 6 ammo per pickup is from Wolfenstein 3D, though I didn't think it was that big a problem considering how both ammo 2 and ammo 1 give fuel for it. That being said, if it's especially bad I can increase it more.
RANGER:Quick Question: Is it intentional that clips dropped by zombiemen don't give a single lava nail, and that weapon pickups don't give DOE ammo either?
Very intentional. They, uh, are a wee bit OP at the moment.
Last edited by TerminusEst13 on Sun Dec 30, 2012 6:19 am, edited 1 time in total.
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RE: Samsara - 0.27b - Ranger leads the way.

#467

Post by Untitled » Sun Dec 30, 2012 4:33 pm

About B.J: The thing is, the 6 bullets per pickup just ruins him in maps where you're expected to thrive off zombie drops (and SO has the opposite problem, getting too much ammo off chaingunners). It's mostly annoying during quick zombie-fests, having to go back to the pistol.

Also, yeah, Lava nails seem to be a balance-nightmare. Are you planning to do anything with them (unless this is finalized)?
And yeah, I'd go with Aqua Kitty to make an option to disable DOE Ammo if if breaks balance too much.

Here's a quick fix for the MA-75 Assault Rifle (for SO's too much chaingunner ammo problem) in samsara.c, go to SAMSARA_MARATHON:

Code: Select all

case 3: //that's the WSTE-M5.
[...]
}
        break;
just add this:

Code: Select all

case 3: //that's the WSTE-M5 again.
[...]
}
        break; //only now,
case 4: //is that the case for slot 4 weapons?
        GiveInventory("MA-75 Assault Rifle", 1);
        GiveInventory("Clip", 52);//Or really however many bullets you should get.
We could also do this:

Code: Select all

        GiveInventory("RifleBullet", 52);//If you want him to get his Assault Rifle reloaded.
Or we do this:

Code: Select all

        int ammoMax    = CheckInventory("RifleBullet") >= (GetAmmoCapacity("RifleBullet"));
        //Followed Later By
        if (ammoMax)
        {
        GiveInventory("Clip", 52);//Or really however many bullets you should get.
        break; //Or maybe terminate since I don't know ACS well enough, whichever it is.
        }
        if (!ammoMax)
        {
        GiveInventory("RifleBullet", 52);//Or really however many bullets you should get.
        break; //Again, not sure.
        }
Then in the slot4.dec for marathon, just make it so Assault Rifle doesn't give RifleBullet or GrenadeInClip, since he starts maxed in player.dec.
sorry, ACS is still basically magic to me (especially on advanced stuff, like say, WSTE-M5). This probably isn't going to work since this looks too easy, but this is just one of my beginner attempts at trying to do ACS magic.
these just suggestion,
WOW, I derped my English skills there.

EDIT: Yeah, see if you can do something about the LAZ Device. I feel sometimes the B.F.G. 9000 should be special to Doomguy. I mean, a different LAZ Device would break faithfulness, but seriously, it feels stolen.
EDIT#2: Clarified post further (such as using code tags instead of quote tags)and reworded. Further issues: Tomed Hellstaff needs to do reduced damage VS. bosses. Cyberdemons can die way too easily to it. Also, why is the damage type for the Wraithverge "TimonsAxe"?
Last edited by Untitled on Fri Jan 04, 2013 10:49 pm, edited 1 time in total.
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RE: Samsara - 0.27b - Ranger leads the way.

#468

Post by BlackFish » Sun Jan 06, 2013 2:23 am

http://files.drdteam.org/index.php/file ... timobs.zip

3x and 10x multiplier, now for Doom, Heretic, and Hexen (some tweaks added as well).
Last edited by BlackFish on Sun Jan 06, 2013 2:24 am, edited 1 time in total.

dekw
 
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RE: Samsara - 0.27b - Ranger leads the way.

#469

Post by dekw » Tue Jan 08, 2013 8:40 pm

I love this mod, having played marathon 2 and infinity during my childhood. The faith to all of the sources is pretty great, the gameplay is nice, and things are generally pretty smooth, aside from a crashing issue that I'm not sure is to do with the mod itself.

I was ecstatic about the recent fix of the M2/Infinity alien weapon (the ability to use both fires at once was what gave it its punch, after all)... which reminds me to rather troll the coding team, since having looked at the code I know the two-fires-at-once is a horrible horrible thing (OH WSTE-M5s). Although I really do commend you on those shotguns, as they are pretty much my favourite weapon in all of ever. I mean come on, he reloads them by FLIPPING THEM and can still use two!

Buuuut, the troll point-out would be... the assault rifle (in m2/infinity) also had the functionality of dual-firing with its alt-fire.

If I were really trolling, I would say that obviously the wave-motion cannon would too. But I don't want to get banned before I at least get my bug fix, and I really do love the mod you've put out.

Minor nitpicks (mostly with SO because he's what I always play):
-Mentioned alt-fire simultaneity with AR
-The fact that chainguns reload clips for AR make ammo for the 2-per-shot KKV rather hard to come by (although they also seem to give the default 10 bullets, so I guess that it's just hard to use the KKV with its ammo use and speed combined).
-Being unable to napalm the fully-biological barons/hellknights (they have dontrip so it's nigh-useless) makes me twitch, given that the fusion pistol also does nothing extra against them. SERIOUSLY just a minor nitpick, though, given that's what the SPNKR is for.
-Killing mechanical demons with the napalm is the strangest feeling, coming from a child who emptied 4 canisters of napalm into one hunter when he was 7 >.>
-Corvus' tomed hellstaff appears to be doing full rain damage to cyberdemons and spider masterminds, or at least I was able to kill a cyberdemon in 3 shots at one point, which is a LITTLE on the high-end of the efficiency curve (~1400+ damage for one cell is pretty powerful).
-I can't suicidebomb bossmonsters with the fusion pistol, dammit griefers
-When you can and can't get 2 WSTE-M5s seems a little finnicky, although I THINK I've figured it out.

Again, this is one of my favourite mods in quite a long time, and I highly appreciate the work you've done. I'm just a bit of a nitpicker, and a bit of a troll (to put it simply, my other username on zandronum is P_Playerthink...)

I'd also like to put special notice to all the work you do to keep things faithful to their source material, even in this radically different environment. Thanks for all your work!

Also also would like to recommend Kyle Katarn from dark forces (the other shooter I played in my childhood, aside from doom itself) for another class (if you care for any). Not entirely sure how he'd fit myself, though (class 2,3,4 would be weird to work out)
Last edited by dekw on Tue Jan 08, 2013 8:52 pm, edited 1 time in total.

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RE: Samsara - 0.27b - Ranger leads the way.

#470

Post by Ijon Tichy » Wed Jan 09, 2013 1:21 pm

dekw wrote: Buuuut, the troll point-out would be... the assault rifle (in m2/infinity) also had the functionality of dual-firing with its alt-fire.
Yeah I did that for 0.28 already. And yes the code is incredibly hacky and unconventional.

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RE: Samsara - 0.27b - Ranger leads the way.

#471

Post by dekw » Wed Jan 09, 2013 2:26 pm

Ijon Tichy wrote: Yeah I did that for 0.28 already. And yes the code is incredibly hacky and unconventional.
...codewizards, man. Beyond mere mortality.

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RE: Samsara - 0.27b - Ranger leads the way.

#472

Post by Untitled » Sun Jan 13, 2013 3:44 am

Still a great wad, a few more minor comments:
-BLAZKOWICZ: I find it funny how his strength comes from original engine limitations (lol accuracy since random angles weren't implemented yet, and lol weapon raising wasn't invented so instant switches.)
-CHEX WARRIOR: Laz Device, but I suppose nothing can really be done about it.
-CORVUS: Hellstaff is too weak normally, (3-24 damage per cell, firing once per 4 tics? really?) and way too darn powerful when tomed (as in, 2-4 shots to kill a Cyberdemon, assuming you use it wisely. ~2000 damage per cell is just a bit OP.)
-PARIAS: Timon's Axe needs to use 2 ammo instead of 3, as the Frost Shards' melee is making it look inefficient. Also, I did some research (i.e: searching on ZDoom Wiki) and math, and the Serpent Staff was originally an average of 45 damage per 1 mana, but here you nerfed it too an average of 24 per 1 mana, despite the fact that Frost Shards have an average damage of 76 per 2 mana, 38 per 1 mana/102 melee damage for 2 mana/51 per 1 mana. You really should un-nerf the Serpent Staff.
In other words: Frost Shards make Parias's arsenal look bad.
Also, you said that the damage on the projectile hammer was increased to 20 damage to account for slower speed. I checked the DECORATE. It's still 10. Also, Wraithverge's 20 tic hang time at end of animation seems unnecessary, as you didn't nerf any other firing times just because of "slot #'s role" excuse, in addition to putting +STRIFEDAMAGE on Wraiths, about ~1/2ing damage done by them. This makes the Wraithverge much weaker. Is this necessary (you know, powerful ultimate weapon and all)?
-DUKE: Holy crap the amount of one-liners, but considering his character, it's to be expected. (Thanks for letting us turn it off, though) Main nitpick is Explosive Shotgun using rocket ammo (logic, right there), I mean with previous characters the ammo either made sense (doomguy) or could be hand-waved by magic (Corvus/Parias).
-SECURITY OFFICER: Same as earlier. Napalm doesn't seem to be a Plasma Rifle, and according to Dekw/P_Playerthink (I know him personally) He said the SMG placement in Marathon Infinity was like the Plasma Rifle in Doom. Also, Dual WSTE-M5s have hilariously hacky code. Why is it so finicky when I can and can't get Dual WSTE-M5s, and could you give a quick guide on when I can or can't get one? (also, why can't I dual dropped shotguns?) Also, WMC should not take 5 [insert shocking word here] rockets per WMC Grenade when reloading it's alt fire, and as if to make it more inefficient, the Cyber and Spiderdemons only take 3/4ths damage.
-RANGER: in Coop mode: why do Ranger's grenades (slot 3) do 5 more direct hit damage than rockets (slot 5) (80 for Grenades, 75 for Rockets) when they are technically a lower tier weapon? Seriously just a minor nitpick.
-GENERAL: Why do ammo 3 pickups now give 2/6 instead of 1/5? Not that I'm complaining (More rockets are always welcome, after all, unless you're the victim of them, then they're less welcome), it just feels weird the first time (plus lol OCD when Large Ammo 3 pickups of 6 don't fit into 50/100 rockets). Also, why did you double ammo 2 carrying capacity from 50/100 to 100/200? Just curious.
Last edited by Untitled on Sun Jan 13, 2013 1:34 pm, edited 1 time in total.
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<Untitled> lets do it anyway

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RE: Samsara - 0.27b - Ranger leads the way.

#473

Post by dekw » Sun Jan 13, 2013 8:34 am

I think I can get a few of these, personally...

Tomed Hellstaff can be hilariously inconsistent (oh ceiling heights), but in the right circumstances it DOES seem to be shredding boss-monsters a little quickly -- I haven't checked to see if bosses are taking the originally implemented lowered damage from the rain, but after killing a cyberdemon in 2 shots I've begun to suspect not

Unnerfing the serpent staff would make it probably both the most efficent and highest DPS chaingun weapon on top of the lifedrain utility -- it would cross over from a melee-heavy in-the-fight role to a kill-the-crap-out-of-everything role. And have DPS rivaling most slot 6s. And be a long-ranged weapon in the close-range fighter's arsenal. Ammo efficiency is only part of the equation! I can't speak so much on the axe vs. melee shards matter -- I know the axe has a longer melee range and a knockback on it, but by comparison it does seem a little lackluster in the slot 3. I don't know, though, I need to get a better feel for Parias, and the axe does do its job, at the very least. Plus, ammoless fire!

Wraithverge actually does seem a little weak compared to other slot 7s at the moment, but I'm not very sure myself -- I don't play parias too often.

Duke's explosive shotgun really can't use shell ammo lest it obsolete the riot shotgun and overpower the SSG. As it stands, it's an interesting slot 3 with high DPS and an interesting means of crowd clearing potential (you can use its spread to kill so many zombies at once it's amazing), but that is prevented from being a catch-all weapon.

Napalm seemed more gimmicky than the KKV in marathon, or at least what I played of it (I was young, and I haven't replayed all that much of it on aleph one) since it had the whole 0 damage vs mechanicals thing. In terms of gameplay, the KKV was definitely more of the plasmagun slot, but I also understand that having bullets on a slot 6 again would be rather odd, and balancing napalm in a chainsaw slot would be hard to balance, and also solidifies SO's role as provider of suppressing fire. The KKV as-is DOES seem to pale in comparison its original incarnation, though.

That 3-4 nested If clause for the WSTE-M5s made my head hurt. That's the kind of code that would always make me do redudant multi-line if clauses just so I could read it myself if I ever had to look at it again xD

Anyways, as for personal knowledge, I can certainly tell you that the only reason all these nitpicks get raised are because we play the wad so much -- it manages to be nostalgic and refreshing at the same time, gameplay-wise, and I just can't get enough xD
Last edited by dekw on Sun Jan 13, 2013 9:52 am, edited 1 time in total.

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RE: Samsara - 0.27b - Ranger leads the way.

#474

Post by Untitled » Sun Jan 13, 2013 1:28 pm

-PARIAS: WOW, I derped about the efficiency VS. DPS on the Serpent Staff, you're right dekw. Still though, I feel slot 3's should be at the least effective when used properly (SSG is the exception, it's always awesome), with some examples being Duke's Explosive Shotty (crazy efficient at clearing zombies), Security Officer's Fusion Pistol (double damage VS. Mechanical things), or say, the Super Large Zorcher from Chexter (but it requires good aim and prediction to get the bouncing to hit enemies right). I feel the Frost Shards already have an advantage - Projectiles. They shouldn't get the efficiency advantage too. Since Frost Shards are slot 2, Timon's Axe slot 3, I just feel that Timon's Axe should get the boost.

-SECURITY OFFICER: Dekw, about balancing the Cells if the KKV-7 was Slot 6 (Napalm in slot 1), just look at ranger (his only weapons that use cells are his Slot 1 and his Unique), I mean, at least we'd still have Fusion Pistol in slot 3, and Napalm slot 1, AND WMC in slot 7!

-DUKE/RANGER: How is it that cluster rockets (the Ranger's Rocket Launcher Altfire) were OP when Explosive Shotty isn't, considering that, number wise, on a per pellet/rocket basis, Duke's Explosive Shotty explodes with higher radius than Ranger's Cluster Rockets, and compounded by the fact that Ranger needs the special cluster rocket ammo? (Explosive Shotty pellets explode for 32/96, Ranger's 64/64 (originally 64/128), but duke fires 7 pellets to ranger's 4 cluster rockets) Just curious, since, you know, calculation wise...

Interesting Thing: Oh my god, playing this mod makes me realize just how biased some levels (and sometimes basically entire WADs) are towards the all-powerful SSG (also known as LOL HUNTED).
Last edited by Untitled on Sun Jan 13, 2013 1:30 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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RE: Samsara - 0.27b - Ranger leads the way.

#475

Post by Ijon Tichy » Sun Jan 13, 2013 4:34 pm

Untitled wrote: -RANGER: in Coop mode: why do Ranger's grenades (slot 3) do 5 more direct hit damage than rockets (slot 5) (80 for Grenades, 75 for Rockets) when they are technically a lower tier weapon? Seriously just a minor nitpick.
For some reason, grenades didn't do the full 75 damage on impact , so I bumped them up 5 damage to compensate. Do people really pay attention to that crap?
dekw wrote: -DUKE/RANGER: How is it that cluster rockets (the Ranger's Rocket Launcher Altfire) were OP when Explosive Shotty isn't, considering that, number wise, on a per pellet/rocket basis, Duke's Explosive Shotty explodes with higher radius than Ranger's Cluster Rockets, and compounded by the fact that Ranger needs the special cluster rocket ammo? (Explosive Shotty pellets explode for 32/96, Ranger's 64/64 (originally 64/128), but duke fires 7 pellets to ranger's 4 cluster rockets) Just curious, since, you know, calculation wise...
Cluster rockets fire faster, have a larger explosion radius in DM, and do much more damage in DM (it's an even bigger difference in coop). As I keep saying, they were not planned for at all, but we can't get rid of them because you have people complaining about them not being there. wat do :<
Interesting Thing: Oh my god, playing this mod makes me realize just how biased some levels (and sometimes basically entire WADs) are towards the all-powerful SSG (also known as LOL HUNTED).
Did You Know: Both Term and I hate the SSG for being absurdly overpowered? That doesn't exactly help.
SO is currently getting a shit-ton of fusion pistol buffs precisely for SSG-heavy DM/duel maps because of how badly-off he is now in them, along with a bunch of other buffs in DM (larger explosion radius for the spankers, maxed-out damage for assault rifle, etc).

So far, for 0.28:
  • Strife support
  • SO gets buffed the fuck out in DM
  • Ranger gets his DoE ammo nerfed the fuck in
  • More internal renovation
  • More bugs getting fixed
  • Term yelling at me because I missed something big that I forgot about okay maybe not
  • Comic
Last edited by Ijon Tichy on Sun Jan 13, 2013 4:35 pm, edited 1 time in total.

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RE: Samsara - 0.27b - Ranger leads the way.

#476

Post by Ænima » Sun Jan 13, 2013 4:59 pm

Ijon Tichy wrote: So far, for 0.28:
  • Comic
Yesssss.
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TerminusEst13
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Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

RE: Samsara - 0.27b - Ranger leads the way.

#477

Post by TerminusEst13 » Sun Jan 13, 2013 6:38 pm

Anyways, as for personal knowledge, I can certainly tell you that the only reason all these nitpicks get raised are because we play the wad so much -- it manages to be nostalgic and refreshing at the same time, gameplay-wise, and I just can't get enough xD
Thanks very much. I've said before, even if I don't agree with some things, feedback is all because people want to make this even better. And it's really awesome that people care this much about a simple class mod. I really appreciate it.
-CHEX WARRIOR: Laz Device, but I suppose nothing can really be done about it.
-CORVUS: Hellstaff is too weak normally, (and way too darn powerful when tomed
I want to revisit both of these weapons eventually, but have been completely out of ideas about how to handle both. Rest assured, though, I'm very unhappy with both, too!
That being said, I'll see what I can do about the bosses. Theoretically, it should be just a simple DamageFactor fix.
-PARIAS: [...] Also, you said that the damage on the projectile hammer was increased to 20 damage to account for slower speed. I checked the DECORATE. It's still 10.
I'd forgotten to remove that note. Thanks.
And as for the Wraithverge being nerfed, well. Combined with Backpacks, which are quite common, people were spewing out endless streams of ghosts that rendered entire rooms moot. In DM, the ghosts were hunting people down and tearing even megasphere'd dudes to shreds in one second. I usually don't care much if Ultimates are OP, considering they're supposed to be in the first place and either the wielder doesn't last very long (DM) or the enemies can't complain to me (co-op), but the Wraithverge has the unique distinction of not needing aiming.
Duke's explosive shotgun really can't use shell ammo lest it obsolete the riot shotgun and overpower the SSG. As it stands, it's an interesting slot 3 with high DPS and an interesting means of crowd clearing potential (you can use its spread to kill so many zombies at once it's amazing), but that is prevented from being a catch-all weapon.
Bingo.
-SECURITY OFFICER: [...] could you give a quick guide on when I can or can't get one? (also, why can't I dual dropped shotguns?)
Once you pick up a second II spawn, you dual-wield. If sv_weaponstay is on, you need to wait until the next level, so you can't run over it twice and get both. Invasion and DM get both right away, since there is no "next level".
-SECURITY OFFICER: [...] just look at ranger (his only weapons that use cells are his Slot 1 and his Unique),
Keep in mind, this isn't something either of us are particularly happy with. The original loadout for Ranger had the Thunderbolt in slot 6, instead of the SNG. Then people wanted the SNG. At the moment, Ranger is quite capable of never being able to use Cells at all, if the mapper doesn't feel the need for the less-important Berserk/Chainsaw, which is...well, again, something neither of us are happy with.
As for the SMG/Napalm? The answer's simple. Napalm felt much more powerful to me, and more reminiscent of a plasma rifle. A swoop could clear entire rooms and melt through non-mechanical enemies. I relied on the SMG for long range and/or underwater use. In DM, it quickly became a game of "Kill the guy with the TOZT".
Since the Chainsaw slot is reserved for "huh, kind of nice, not especially needed" weapons, I thought the long-range/underwater SMG fit it perfectly.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

dekw
 
Posts: 20
Joined: Tue Jan 08, 2013 1:43 pm

RE: Samsara - 0.27b - Ranger leads the way.

#478

Post by dekw » Sun Jan 13, 2013 7:25 pm

TerminusEst13 wrote: As for the SMG/Napalm? The answer's simple. Napalm felt much more powerful to me, and more reminiscent of a plasma rifle. A swoop could clear entire rooms and melt through non-mechanical enemies. I relied on the SMG for long range and/or underwater use. In DM, it quickly became a game of "Kill the guy with the TOZT".
Since the Chainsaw slot is reserved for "huh, kind of nice, not especially needed" weapons, I thought the long-range/underwater SMG fit it perfectly.
I suppose I'm remembering too much of the later levels of infinity -- napalm wasn't really very prominent in hunter-heavy levels. And the KKV was invaluable for stunlocking the stupid stupid grey hunters. With their stupid seeking shots.

In terms of power -- at least as it plays out in samsara -- the point is definitely valid. While I still feel that the KKV played more of a plasmagun role in marathon (as the TOZT was more specialized), having a slot 6 break role (long-range, utility, high-accuracy) would also be rather odd for balance.

The dual shotgun thing is mostly tripping me up in survival with weapons stay, I guess -- you can't avoid a slot 2 pick up, get one from a zombie, and then go for dual like you can in single-player. It works fine off-stay, of course. But that is just me being me xD

Also: yay fusion pistol buffs! I've been trying to use it strategically for a while to medium disappointment, so this is definitely neat news.

Untitled
Forum Regular
Posts: 519
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Location: it is a mystery

RE: Samsara - 0.27b - Ranger leads the way.

#479

Post by Untitled » Sun Jan 13, 2013 8:44 pm

Other things I missed:
-Parias' Ammo 3. 1:1 Rocket:Cell conversion=BAD IDEA in rocket-based maps. Same for Ammo 2, but you get so much (in Doom) it doesn't matter, though I supposed it could be a pain playing in Heretic if ammo 2 isn't quite as plentiful...
-I just said it, but about the issue of the Axe vs. The Frost Shards was the main point I wanted to make with my last comment...
-Also, IMO, Security Officer is fine in DM, with the Dual WSTE-M5s and the Napalm, as well as hilarious joke rockets (almost guaranteed to kill on hit, impossible to hit with), and Fusion Pistol is awesome at nailing complacent DM players, thinking they're safe and don't need to dodge when they have invuln/blue armor.
-Wraithverge again. Why is it's damage type name "TimonsAxe"? Also, about people clearing everything with Wraithverge, I say this: Really? WITH the increased ammo usage?
-The addition of +DONTRIP on basically everything stronger than hell knights sort of makes the Napalm and the Tomed Dragon Claw look slightly bad, considering that Hell Knights/Barons are basically all biological, which is what the napalm is supposed to be best at (though more hell knights than barons, since knights I find to be just a bit too common in some wads) with the issue being Fusion Pistol doesn't do anything extra vs. them, and SPNKR requires distance. The main draw of the Napalm is the Ripper, since per shot it's horribly inefficient (8-12 per cell, takes 210 cells to reload.) AND I also can't rip up larger enemies with Tomed Dragon Claw Ripper Spam (which since they're large, would allow the rippers to stay in them longer, dealing lots of damage).
-Basically this: SO can't do close-up fights VS. Hell Knights (No ripper for Napalm, and SPNKR is suicidal at that range, though said SPNKR can be absolutely hilarious if you go down the right way with it and the enemy you're shooting at), which is funny (read: not funny), given his role as suppression, and yet Hell Knights are just like nope.
-My main thing with napalm is that it's a bad boss clearer, which is, IMO, what the Plasma Rifle should be good at (Parias is an exception with the firestorm, but he has an excellent anti-boss Hammer, and both share the same ammo anyways.), and the KKV-7 being a long range accurate weapon when Slot 1 is normally a melee weapon...yeah.
-Also, the mini-beams that come out of the Wave Motion Cannon's fully charged main laser need to not do self-damage (killing myself with the WMC can be slightly irritating, to say the least), especially since one said mini-laser comes directly out of the back of the main blast, aiming at the shooter.
-Also, 5 rockets per WMC Grenade, although already mentioned, probably should be toned to 2 or so Rockets per WMC Grenade (remember, SO's other rocket launcher is the SPNKR, one of the most efficient rocket launchers in the game if you can hit with it.)
Last edited by Untitled on Sun Jan 13, 2013 8:47 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Samsara - 0.27b - Ranger leads the way.

#480

Post by Catastrophe » Mon Jan 14, 2013 1:15 am

I personally think the only thing that needs to be changed on Security Officer is making the weapon switching faster on his slot 5. The slow reload is completely fine.

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