Just mentioning this because it confused me.
StabOfHappiness
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I was discussing the slot 4 weapon with my BFF, trying to figure out what kind of gun we thought we were looking at here, and we were kinda stumped. These "machine guns" look like chimeras of different parts. We've got hefty muzzle breaks, wood front grips, brick magazines, pistol grips...
The only thing I'm willing to wager here is that they're probably not chambered in a heavy or full power cartridge, as that would tread on the minigun. I THINK they're full-size submachine guns, but I'm not entirely sure. They could maybe be some brand of ultra-lite LMG chambered in 5.56 NATO.
What was the design process for these things? Are they completely original, sourced from somewhere else, inspired by anything?
For whatever reason, on the newest version of the mod, the trenchgun will now pump twice when reloading from empty. Before, best I recall, the protagonist would load one shell, pump to cycle the new round in, and then load the other five. Now, he does all that, then pumps again when finished, immediately visually ejecting what should be a live round. What's up with that?
Aside from that, no real complaints.
Ignore everything below. Just gun nerdery about something that is FINE and doesn't need to be addressed.
The Model 10 realistically shouldn't be vastly out-damaging the bigger, stronger .45 ACP with its .38 Special, but I checked around for other big bore revolvers of the time. Your best bet would probably be something chambered in .45 Long Colt, so either a Colt Single-Action Army (the classic cowboy gun) or maybe a Colt New Service if you want double-action? .38 Special is generally loved for being accurate and easy to use, easier even than 9mm. .45 Long Colt is still roughly in the same ballpark as .45 Auto, though.
Were I to suggest a gun I could perform as well as our hero's "Model 10," I'd probably START with .44 Magnum... but even .357 Magnum was made in 1935. .44 Magnum, is from 1957. This mod is set in the 1920s.
...So... IDK. Something about that Model 10 is magic. That's the best I've got. Nothing wrong with a kickass, magical revolver that can fan its double-action hammer somehow.
Not bad so far. Got some feedback.
Slot 4 weapons both feel nice, but the rifle feels better. If the pistol is perfectly accurate, then I'd prefer the rapid-fire to kill more quickly.
The rocket launcher feels almost vanilla. I've never liked how underpowered the original Doom rocket launcher felt compared to a real anti-armor launcher, but I could ignore that if it weren't for the USAS.
I'm always happy to toss a double-barrel out for a fast-firing shotgun, but this one feels like it came out of a different mod entirely. It makes the M60 from Raging Bull Deluxe look weak.
Everything should either be buffed out the wazoo, or the USAS would need to be reined in to be more in line with the rest of the weapons. I think the former might be more fun.
Tina could also probably use a bra. Her nipples are likely chafing.
-Magazine-based weapons can no longer be reloaded on a full magazine for one in the chamber.
Literally unplayable. :P
...In all seriousness, this is phenomenal. Thanks dude.
EDIT: Didn't even fully remove the feature, just made it so you only get it on tactical reloads. Actually perfect. SPAS-12 now has semi-auto, too, which heals my goddamn heart.
Also, love the new Python's effects. Finally feels like it has some real, genuine use cases! <3
Thanks for the speedy reply! Knowing it's a reference helps a bit.
I appreciate the offer to remove the animation, as the mod does seem to be aiming for "cinematic realism" (e.g. "Looks good, but we're ignoring the less exciting parts,") and removing the weirdness would reduce the tonal clash.
...I can't repay you, of course, and I have no real power or authority, but it would make me really happy if you did.
The promise of a minigun's RPM on the chaingun got me excited, so I set a 10 second timer and held down the fire button. In that time, I had launched 178 rounds, so 17.8 rounds per second, so we hit an RPM of 1,068.
An actual minigun has multiple settings, but the lowest is generally 2,000 RPM, with a cap of 6,000 RPM. If we double the shots per bullet, we'll start approaching an actual minigun... but hey, this is still way more impressive than vanilla!
Also, the SSG always gibs now and this was Not Mentioned in the text. That's sick AF.
Y'know, for the last year or so, I've been commenting on this, that, and the other thing about Doom mods, making suggestions that would appeal better to my own tastes.
While my tastes have evolved over that time, becoming more lenient, a lot of them are present here. In fact, I've been seeing a lot more stuff that matches my suggestions. Really nice.
The rifle, axe, and grenade launcher are classic things I've suggested over Doom's stock choices. Strong and practical while being a lot more balanced when portrayed "optimally" (like, a "real" minigun or rocket launcher would annihilate game balance with how much devastation they can cause). They feel spectacular to use!
For the other showings, I love calling the energy weapon in slot 6 a "pulse" weapon a lot better than "plasma." Further solidifies the desired effect of turning off your brain and watching the sci-fi gizmo turn people into taco salad. Similar deal with the MFG. So satisfying! I've also been on a burst pistol kick ever since seeing Robocop, and this really, really scratches that itch!
Cap it off with a cutie-patootie protag, and I am happy as a clam!
...I mean, I guess the shotguns are pretty typical, with the pump one feeling like it has a duckbill shotgun muzzle on it with worse spread than vanilla (?) and the sawed-off double barrel being pretty standard for Doom, but who cares?
Good, good work!
HELL yes! My favorite category of weapons: point and click adventure game! Dude, you just made my day.
The only other thing I could suggest for this mod or others of its ilk, which I've noticed is incredibly rare in FPS games period, is a REALISTIC rocket launcher. The whole point of the rocket propellant is that it's supposed to burn all at once to accelerate the thing to the same speeds as a bullet, fast enough that, unless it hits something very, VERY solid, it will usually pass through and not explode.
A human torso is not "very, very solid." Clean through-and-through, natch.
...Food for thought! If you don't act on it, I will.
I'm curious what the music list for British Power is! A lot of these are pretty good. I can recognize at the very least the Takyon part of that mashup, but I'd kill for the full list.
(If I had a nickel for every time I've asked a mod creator for the list of their kickass female protagonist's murder playlist, I'd have two nickels.)
Okay, just going to double-check what this mod has:
Three excellent choices for melee weapons.
Multiple highly relevant handguns that will last you the whole game.
A SPAS-12 with semi-auto and a 10 gauge coach gun (plus a personal fave pump gun).
Classic and powerful SMGs that use the ammo you'd otherwise have no more use for.
Explosive weapons that are strong and reliable without underselling any real life contemporaries.
Multiple long guns in slot 6 that kick ass.
MULTIPLE slot 7 crowd-demolishing super weapons that feel great to use.
...And a Fear & Hunger reference.
Simply perfect. No notes.