I play every Cosmobyte mod with always run disabled. I think that most of the movement systems of his mods are balanced for holding shift to run and releasing shift to move at a normal pace. If you play Nightmare Logic II, III and IV for example, their sprinting systems doesn't work properly with always run enabled.
combolynch
Recent community posts
Solved it by using gzdoom version 4.11.3a. And I've seen that Matt was using this version too. I guess this version is still better to play mods than the latest version of gzdoom. I don't know actually but I have solved 6 more other mods' problems by using this version. I guess this version still holds up. Anyways, good work with this mod. Playing Plutonia feels good with this :)
Honestly, despite what everyone says down below: I am pretty much enjoying 1.5.2 version. The system is just like in Doom Eternal actually (in Lord Blaz class):
When low on sword charge: Throw sword if it is a powerful enemy or slash your way out.
When low on blazter charge: Throw your sword and punch those poor bastards.
When your subweapon on cooldown: Hitting a stunned enemy deals twice the damage with blazter, so you'll feel like you are using a bow.
When low on health or there is a stronger enemy: Use your power sword. Throw your sword if its charge depleted. This way, you can store 2 charges with each hit.
When there is crowd of enemies OR there is a boss enemy: Use the unleasher. Strikes and white crystals refill your unleasher
And I am loving the subweapon system too.
For example:
For enemies far away: Starting spear does the work
Or
For enemies closer: Power Axe does the work.
Those are ones I'm using the most besides the torch, shield and hammer.
To be brief: This version is actually perfect for me to enjoy some classic simple medieval fighting. Keep up the good work!