DoomRL > Requests For Features

Change 'Plasma Rifle' to 'Plasma Pistol'

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Aerton:
A new pistol would be nice, but it having it outdamage shotguns and rocket launchers is ridiculous. There is simply something wrong in a pistol have higher accuracy, damage and requiring reload only after 6 shots (as opposed to 2).
Yes, it does not have the knock-back effect, but it is faster, it does not explode barrels by accident and it does not destroy good items on the floor. And plasma clips it not that scarace.

And I would like to see a little rework on the layout of the first level to make an ordinary pistol more usefull as it was in earlier versions.

Alfonso the Great:
.Quoting: AertonA new pistol would be nice, but it having it outdamage shotguns and rocket launchers is ridiculous. There is simply something wrong in a pistol have higher accuracy, damage and requiring reload only after 6 shots (as opposed to 2).
Yes, it does not have the knock-back effect, but it is faster, it does not explode barrels by accident and it does not destroy good items on the floor. And plasma clips it not that scarace.


This is true. Maybe the solution would then be to up the damage from the double shotgun and rocket launcher? That would bring the entire weapon balance achieved in the game into trouble, though....but adding a new weapon will almost always do that.

Thomas:
The current weapon chain:

Pistol
Shotgun
Cmbt. Shotgun
Chaingun
Dbl. Shotgun
Rocket launcher
Plasma rifle
BFG9000

I think it should be in between combat Shotgun and chaingun.

In 250 turns, the combat shotgun can cause 180 damage
In 250 turns, the chaingun can dish out some major hurt at 350 damage.

WHOA! Big gap. No wonder when I first did hell's arena I got a highscore.

Keeping in mind that this is at an unarmored enemy at close range. Otherwise the damage may be lower.

In 250 turns, the plasma pistol should do approx. 280 damage. This means that an example of the turn times for the PP is:

Clip size: 10
Damage: 7d3
Firing time: 10 turns
Reloading time: 20 turns

Although the damage looks quite high, this will do just a little above 280 damage in 250 turns.

Fire pistol X 10 (140 damage, 100 turns)
Reload pistol (120 turns)
Fire pistol X 10 (280 damage, 220 turns)
Reload pistol (240 turns)
Fire pistol (294 damage, 250 turns)

Assuming you always roll an average of 14 (the average of a 7d3 anyway)

So there. We have a spot, and a suggested formula, for the PP.

EDIT: My mistake! The double shotgun allready does 270 dam per 250 turns. Possibly the PP could do 230.

JimmyJ:
The balancing issues could be solved by makin hell deeper, therefore adding space for tougher monsters such as the mancubus, and revenent, and those guys that make lost souls :)

Alfonso the Great:
Quoting: jimmyjThe balancing issues could be solved by makin hell deeper, therefore adding space for tougher monsters such as the mancubus, and revenent, and those guys that make lost souls :)

Don't forget Arch-Viles. I think they'd quickly become more feared than Arachnotrons, especially if they have their ability to revive dead monsters!

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