Weak weapons
- BFG Major Mike
- BFG Commando
- Posts: 161
Please Log in or Create an account to join the conversation.
- OKgo5555
- Dark Imp
- Posts: 13
Please Log in or Create an account to join the conversation.
- Gunslahyer_Pi
- BFG Commando
- Posts: 169
Gothic wrote: Balancing is required when your weapon uses vanilla ammunition instead of custom made, because if your pistol can instakill a Cyberdemon with a single bullet shot, why would I need the regular pistol and chaingun?
You could get more wild with new types of ammo, but that doesn't mean you should go bathshit insane, like firing 2 nukes and a bunch of pyrocannon shots in one go, that stuff would be ok on Zandronum multiplayer mods but not here.
Agreed, most of this is what I already said, however, I agree with the new ammo. Having a new ammo type really changes the dynamic. Also, modders could use the flag;
+weapon.cheatnotweapon
This is fantastic flag to ensure you can't spam IDFA or IDKFA over and over again for a refill on a potentially Super Powered weapon. This balances it out by 75% anyway. Might be worth a look. Custom ammo, weapon limitation flags work really well. However, if you're doing it for yourself and not for a fan made addition then go nuts.
Doom your way.
Please Log in or Create an account to join the conversation.
- BFG Major Mike
- BFG Commando
- Posts: 161
Please Log in or Create an account to join the conversation.
- OKgo5555
- Dark Imp
- Posts: 13
The stuff here is more like a resource for someone to start making something that feels good for them (and others) in-game.
Please Log in or Create an account to join the conversation.
- CaptainToenail
- Wicked
- Posts: 229
Please Log in or Create an account to join the conversation.
- OKgo5555
- Dark Imp
- Posts: 13
Please Log in or Create an account to join the conversation.
- OKgo5555
- Dark Imp
- Posts: 13
Please Log in or Create an account to join the conversation.