For whatever reason, whenever I try to use the sights, the shot is always going high. My only guess is that, for whatever reason, the shot is being fired AFTER the gun recoils, which makes no sense.
StabOfHappiness
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-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.