Doom Weapons Mod pet peeves

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InsanityBringer
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Post by InsanityBringer » Sat Jun 16, 2007 3:07

KeksDose wrote:Actually, almost EVERY old game has a b**** load of weapons, and the main character can pick every single weapon up and carry it.
Actually, it's not only older games. Think of Serious Sam 2's Serious Bomb and Doom 3's large arsenal and ammo limits. I guess there will be bags of holding in the future [/rpgmode]

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Betanol
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Post by Betanol » Sat Jun 16, 2007 22:45

KeksDose wrote:...and James Bond from Goldeneye 007, there was an inventory, with almost 30 weapons, carried by the player.
Yeah, and also is good to remember that he reloads all his 30 weapons, including a bazooka, ak-47, pistols, smg's in the same way and same time!
(that is about 1.5 seconds!)

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KeksDose
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Post by KeksDose » Sun Jun 17, 2007 0:06

Yeah, that was pretty cool. Sniper rifles, ARs, rocket launchers, pistols etc everything in just one second. It was actually pretty funny to bomb enemies with 2-3 rockets in five seconds. In Perfect Dark you need five seconds to fire one rocket. Maybe James Bond had the magic hands of reloading [RPGMode=Off].

[Edit]
It would be really cool if someone makes a Weapon Mod with Goldeneye weapons, and this reloading technique, now that would be cool. Same with Perfect Dark. =D

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Post by BlazingPhoenix » Sun Jun 17, 2007 17:46

Deathsong12 wrote:It also raises the question, "Where does doomguy keep all those guns?"
Hammerspace. :P

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Post by DoomRater » Sat Jun 30, 2007 21:31

Something that annoys me is how useless the melee weapon turns out to be in most mods. It needs SOMETHING to compensate for its lack of range, be it power, speed boost, or just plain explosive invulnerability (o_o?)

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Xaser
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Post by Xaser » Sun Jul 01, 2007 1:32

Here's one for the ages: Stacking 2 weapons per slot each on 1-7 and having empty slots on 8-10! Doggonit, if you have the chance to not stack something, please, for the love of everything awesome, TAKE IT! :P

Oh, and a note to all ZDoom modders: Remember that ZDoom doesn't remember which weapon was last selected on a given slot.

So remember,

*NEVER*
stack a weaker weapon
In FrOnT oF
a
more Powerful one!

*ahem*, sorry if that was too rant-y... I'm not gonna hunt anybody down or hire a hitman for this one (not yet, anyway :P), but in all fairness this thread is quite fierce as it is, hehe....

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KeksDose
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Post by KeksDose » Sun Jul 01, 2007 8:08

Xaser wrote: *NEVER*
stack a weaker weapon
In FrOnT oF
a
more Powerful one!
ZOMG + Post 101 :happy:

Well, something that personally annoys me: Having the weapons in ANY slot. THIS annoys me. Let's say you have 9 weapons. A pistol, a shotgun, a double barreled shotgun, a machine gun, a chain gun, a rocket launcher, a Plasma gun, a BFG and your basic melee(fist). And here are the slots:

Code: Select all

Slot 1 Plasma Gun
Slot 2 Rocket Launcher
Slot 3 Chain gun
Slot 4 BFG
Slot 5 Pistol
Slot 6 Nothing
Slot 7 Shotgun
Slot 8 Machine Gun
Slot 9 Fist
Slot 10(0) Double Barreled Shotgun
This is REALLY annoying, who could recognize THAT? The weakest weapons should be in the first slots, and the stronger in the last slots.

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DoomRater
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Post by DoomRater » Tue Sep 04, 2007 19:11

An old pet peeve of mine was reloading not working correctly. However, in the development builds this seems to be correctable with +IGNORESKILL! Now we can finally end that stupid reloading bug!

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Post by BaronOfStuff » Tue Nov 06, 2007 14:40

I have many pet peeves, but that's too many to list. Here are my top 5 (as of writing):

1) Overpowered Common Weapons
It's a bit much to have a chaingun capable of downing Barons Of Hell in seconds at a cost of little ammo. Especially when said ammo is invariably common. Utterly stupid and just shows how crap the mod's creator is at Doom.

2) Crap Starting Equipment
I'm good at Doom, but not THAT good. I can easily handle weak weapons, I can't handle weak weapons incapable of downing basic monsters.

3) Badly Modified Pickups
Ammo conservation is one of my strong areas, so imagine my surprise when I was recieving less ammo than I was using. FROM ZOMBIEMEN!

4) Shitty Sprite Work
Nobody wants to use godawfully ugly weapons that can cause blindness, no matter how useful the weapon itself is.

5) Unimaginitive Weapons
I've seen countless rapid-fire BFG's. I've seen countless dual-chainguns (which belong in the above category too at that). For the love of all things sane, I wish crap weapons would disappear.

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Post by Mortarion » Wed Jun 11, 2008 1:01

Well...
Automatic shotguns, riot shotguns, (basically any shotgun weapon thats pretty strong)
should they really be in the "3" slot just because they're shotguns?

and Another thing, I f a weapon is going to be ridiculously over powered, let the ammo be sparse and the fight to get it be hard, thats what I say, for instance, the three most powerful weapons in deathdealer:

"retribution"- (issue- can render the player invulnerable) only given after killering the first big boss
"torture"- (issue- can butcher almost anything, gives its own ammo when left idle) only given after the second boss demon
The plasma cannon- (issue- massively powerful)- 3 shot clip, long reload, F****all ammo for it, and the end boss is so horrendously powerful you need all three weapons to kill it.

now, is that a good way to rebalance weapons?(or could custom damage types save the day?)

problem with weapon mods 2 - the duke shotgun with doomguy hands
-overused
-often under/overpowered
-looks like crap if not used/edited well

problem 3 - changing hands
-weird
-out of place
-I'm guilty of it (forsaken)
-doom did it (the fist, you'd think Id would leave it in the other hands to, I mean He cant drop the brass knuckles can he?)

sorry for the long rant, I'm at school and bored as hell...
It's Arma-goddamn-M*****ing-geddon.

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Post by Woolie Wool » Wed Dec 24, 2008 21:16

For some reason, I can't stand Kalashnikovs like AK-47s, RPKs (sorry Wildweasel), etc. They're incredibly ugly and every "tactical" mod or FPS game seems to have at least one.

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Post by wildweasel » Thu Dec 25, 2008 0:59

Woolie Wool wrote:For some reason, I can't stand Kalashnikovs like AK-47s, RPKs (sorry Wildweasel), etc.
That's alright, I'll bear that in mind for later.

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Post by Enjay » Thu Dec 25, 2008 1:13

wildweasel wrote:That's alright, I'll bear that in mind for later.
You didn't say which way you would bear it in mind though. Are we going to see WW-KalashnikovKollection.WAD any time soon? :lol:

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The_Funktasm
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Post by The_Funktasm » Sat Jan 03, 2009 14:48

Woolie Wool wrote:For some reason, I can't stand Kalashnikovs like AK-47s, RPKs (sorry Wildweasel), etc. They're incredibly ugly and every "tactical" mod or FPS game seems to have at least one.
That's funny, I think of the M16/M4 the same way.

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wildweasel
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Post by wildweasel » Sun Jan 04, 2009 3:34

The_Funktasm wrote:
Woolie Wool wrote:For some reason, I can't stand Kalashnikovs like AK-47s, RPKs (sorry Wildweasel), etc. They're incredibly ugly and every "tactical" mod or FPS game seems to have at least one.
That's funny, I think of the M16/M4 the same way.
Well, both ends of the spectrum - the AR variants and the AK variants both - are rather grating on my nerves as of late; they're still used in "modern" tactical games despite the fact that superior alternatives have already been developed even as early as the late 90's. We've got stuff like the G36, the F2000, the SCAR, the Kriss Super V...so why are so-called special forces units in games like Call of Duty 4 still equipped by default with aging M4A1's? I mean, the SAS missions sometimes started you off with a G36C with reflex sights, but I hate most of the AR variants.

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