 Mugwump
At this point AD is effectively turning into a total conversion (especially if you look at sock's new weapon interface), which I actually don't mind.
 Weapons Suggestion
#898 posted by Qmaster on 2016/09/19 18:34:22
Limiting to 8:
1 Axe-Upgrades to Shadow Axe
2 Shotgun-Upgrades to DBShotgun-then TBWidowmaker (I hear you, then theres no long-range weapon ...see #4. Also this makes the Sharpshooter powerup more desirable/useful)
3 Nailgun-Upgrades to Perforator (really who goes back to the nailgun except by mistake)
4 ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too.
5 Grenade Launcher
6 Rocket Launcher
7 Lightning Gun (but can we please increase the range)
8 Plasma Gun
There, no same number swapping like the mission packs had.
There's even room for
9
But 9 would be too much. This isn't half-life right sock?
Hmm, in all seriousness though I don't see why the supernailgun couldn't be an upgrade of the nailgun.
#899 posted by metlslime on 2016/09/19 18:36:55
note, quake only supports 4 ammo types on the HUD. (yeah there are weird hacks for Rogue mission pack but they are weird.)
#900 posted by dwere on 2016/09/19 18:37:15
8 weapons, of which 3 are basically beefed up versions or variations of other ones, effectively rounding that number to only 5 types of weapons, and you find that too much?
Two nailguns are really the only pair that feels redundant. GL and RL are about as different as you can go with the same kind of impact effect, and even the shotguns have their unique applications.
Also, I'm all for small yet practical arsenals.
...that permanently replacing the LG with the PG leaves the player with zero hitscan guns.
Technically, it's not a hitscan weapon.
 Increased Lightning Gun Range
God no, it really is what makes the weapon so great. A really powerful weapon that you need to get just a little too close to comfortably use.
Imagine if you could just snipe shamblers or vores from a distance with the LG. Yuck. It would remove all the challenge.
#902 posted by negke on 2016/09/19 18:59:08
The LG already has a pretty high range - 600 units, I believe.
 Always Thought LG Range Was A Bug
#903 posted by Qmaster on 2016/09/19 19:04:01
 Or Graphics Limitation
#904 posted by Qmaster on 2016/09/19 19:04:22
#905 posted by Mugwump on 2016/09/19 19:23:06
I think Qmaster may be on to something here, for the most part. I wouldn't upgrade the single-barrel shotgun with the SSG because, contrary to the widowmaker upgrade and like dwere said, both shotguns have different uses, much like the GL/RL and LG/PG. A crossbow is very cool but its reload rate is too slow to be an adequate replacement to the SG.
I would go with:
1. Axe/S-axe
2. SG
3. SSG/WM
4. NG/SNG
5. Xbow
6. GL
7. RL
8. LG
9. PG
(alternatively, the order of LG/PG can be reversed and the crossbow placed last, as sniper weapons usually are)
@Metlslime Doesn't Something Wicked make use of a crossbow? It shares a weapon slot with the LG but somehow you can cycle through both of them with the mouse wheel, their ammo types are different and using one doesn't decrease the other. That makes more than 4 ammo types. Couldn't AD use a similar system?
@dwere "Technically, it's not a hitscan weapon." Well an insta-hit weapon, if you prefer. I fail to see the difference but I'm no technical expert.
 LG Range
#906 posted by Mugwump on 2016/09/19 19:24:54
I think it was more of a deliberate limitation so as not to make it too OP.
#907 posted by dwere on 2016/09/19 19:39:23
The problem is - you can't have additional ammo types on the full HUD. There are only 4 slots.
But all ammo still shows on the main HUD bar when the relevant weapon is selected.
#908 posted by metlslime on 2016/09/19 19:49:45
yeah, thanks for clarifying. you can have more than 4 ammo types if you don't mind some being absent from the top row of the hud.
#909 posted by Mugwump on 2016/09/19 19:53:59
Would it be possible to mod the HUD to insert an additional 5th slot? After all, if AD is heading towards becoming a full TC, it would be pretty neat to have a crossbow. It feels weird not being able to pick up ammo from the Xbow knights.
 The Hud
Is hard coded I believe
 Crossbow
#911 posted by Qmaster on 2016/09/20 00:53:12
Sock did create the crossbow for the In The Shadows mod of his.
And it is pretty cool.
And I did create a version of AD where you could cheat yourself the crossbow.
And I was testing it out. At a damage of 130 it seems to work pretty well. Granted you wouldn't want to give too much ammo for it.
And I made it such that monsters don't hear you shoot it so you could shoot a couple knights from behind without upsetting them all... stealthy.
#912 posted by Rick on 2016/09/20 01:15:31
I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun.
Maybe give enforcers some kind of nail gun, and change the the cells/lightning/plasma to bows and arrows.
#913 posted by dwere on 2016/09/20 02:32:02
Sock did create the crossbow for the In The Shadows mod of his.
And it is pretty cool.
The skin needs some work.
 Rick
#914 posted by Newhouse on 2016/09/20 03:26:12
"I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun. "
For me Lightning gun is the best Quake gun and also Rocket Launcher, those two just feels Quake to me.
I would love to see other enemy than shambler which uses thunder/lightning, weaker more regular enemy but with quite powerful attack. Many cases I wanted to use enemies that would change the gameplay totally, but if I really need to use shambler for that.. shambler is hard to kill, something weaker but with same attacks.
For example in Myth I : The Fallen Lords "Fetch" : https://www.youtube.com/watch?v=17q81rwqyGg
Lightning is not fast, and is possible to dodge, but has explosion radius or something like that.
#915 posted by PRITCHARD on 2016/09/20 03:56:40
Doesn't the Night Gaunt from Quoth use lightning to attack? They have bad aim though, trailing behind a moving player where the shambler stays focused. The other difference of course is the flying ability.
 NewHouse
#916 posted by Mugwump on 2016/09/20 03:58:37
The flying Night Gaunt from Quoth has a lightning attack. Can someone confirm if it's in AD too or not? I can't remember right now.
 Dammit, Pritch!
#917 posted by Mugwump on 2016/09/20 03:59:58
Beaten to it.
 Night Gaunt
#918 posted by dwere on 2016/09/20 11:21:53
It is in AD, but its attack is different, IIRC. It throws a projectile.
#919 posted by Newhouse on 2016/09/20 22:00:42
Can't wait to start experiencing that by myself too* so this is your own engine project?
#920 posted by Newhouse on 2016/09/20 22:01:48
Hups, sorry from page*
#921 posted by Newhouse on 2016/09/20 22:02:02
wrong*
|