Also, the sniper option? Use the alt-fire on your starting weapon.
yeah just like the marine snipers are known to do, snipe with a pistol from 50m distance...
DoomRL is at its heart an intensely tactical game, and the chance of getting wiped out by a lucky volley from an Arachnotron or Arch-vile compromises that, in my opinion.
thats why i think monsters shouldn´t do criticals, only the player
ok, i put some more thinking into this...:
base crit. chance 5%
base crit. effect +50% dmg. (consider that the build has to compete with SoaB and SoG)
3 basic traits +15% crit. chance each
after 2 basic traits 1 adv. trait +50% crit. dmg.
after EE3 or Int1 unlocks "sniper master trait" that replaces the current Cateye:
your sightradius is not increased but you gain a small field of vision around your X when you manually aim outside your sightradius (of course only if its logical, no x-ray vision through walls or so). you could see max. 3 squares further or so
this would simulate a look through the scope and would force a more cautious approach to the levels (until you have Int2 ^^) just like a sniper would progress in hell !...?
this is all with a pistol in mind
(or the rifle, maybe a spiced up pistol (in doomRLII, i know):
Damage: 6d4/4-24
Average Damage: 14
Damage Type: Physical
Accuracy: +6
Base Fire Time: 1.0 second
Base Reload Time: 1.0 second
Clip Size: 1
Ammunition: 10mm ammo
just made up while typing, before screaming "too strong !" take a look at the standart shotgun)
because i think with every other kinda weapon the idea of sniping is just absurd, and in this game, in the above form, in many cases...gamebreaking^^
kornel ?