DRL > Requests For Features

Suggestion: Slam-Firing

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rchandra:
it seems to me that one will always be more useful than the other - and the combat and double are both more useful than the shotgun, if not strictly so.  I don't think that's a problem - and once you have shottyman, the normal shotgun can be used over the combat in some situations.

The combat shotgun making shottyman (and reloader) less desirable is a bit of a problem.  Perhaps get rid of the step-pump and just use the reduced reloading time when pumping as its advantage (possibly further reducing the pump time)?
edit: of course adding the slam-fire would be a fine compensation for removing the step-pump!

TFoN:
I prefer the regular shotty when radaring. Its range is longer than the double's and its cone wider than the combat's.
But, then again, I may be sorely deluded and/or forgetting something. Don't play as much as I used to.

That said, assuming I'm not missing something here, this is a good enough reason for me to hang on to a standard shotgun for quite a long while.

As for the combat shotty-Shottyman thing, why not just make the pump cost absolutely nothing? That's stepping on the assault's toes a bit, but meh - give the assault shotty the ability to slam-fire at absolutely no penalty, when used in conjunction with Shottyman. This won't step on the jackhammer's toes since it's more versatile via magazine size and range.

LockeCarnelia:
In my opinion, making an already quick-firing weapon like the Assault Shotty even faster firing with no penalty with the slam-fire option is not so good of an idea.  Although it would balance the Assault Shotty a bit more with the Plasma Shotty, since the Plasma Shotty pretty much blows the Assault one out of the water on every single game except for when you get MAD.

Sambojin:
I can't say I'd agree with slam-firing. The combat shotgun is jack-of-all-trades weapon for most builds anyway, and I often bring one along with a clip of shells even for just it's scouting abilities. No matter the build/difficulty level or play-style I'm aiming for. And the assault shotgun is a nice up-grade to that (and the one in a later special level makes sure a shotgun build is always possible in late game).

The only thing that really needs to be changed is the normal shotgun. I've got some ideas (many quite stupid) for an alt-fire mode to keep them useful and practical weapons all game. Once I've refined my thoughts a little I'll post them.

Sambojin:
A double post, but continuing on from the last.....

Would a wall-breaching single-barrel shotgun alt-fire be worthwhile? Just as a broad thought?

Ingame: Shotgun alt-fire. Costs 5 shells, takes 5(?) seconds fire time and has a 70%(?) drop-off. High damage (damage=wall hit-points). May have to use plasma damage to destroy walls. Possibly destroying weapon (% or not?).

Explanation: I'm kind of assuming all shells in DoomRL have progressed to the point of being case-less ammunition. So therefore there is no base-collar on shells (or bullets for that matter, regardless of the original doom graphics), perhaps only priming charges to be pumped out/cleared. So this represents the marine "over-charging" a single-barrel shotty with five shells, ramming extra ones down the barrel, holding it against the wall and blasting them through. Maybe even just like a normal "over-charge" in that it destroys the weapon (or a percent chance to destroy it). A breach charge, slow to load/fire and of limited use with high drop-off. You can breach-charge a wall right next to you, but anything further is foolish. If damage was made to be just over wall hitpoints on average (small random modifier) but very high drop-off (and weapon destruction %) it would be useless for combat, but very useful out-of-combat. Too slow, too costly, but very handy to have. Just a good thing to make rockets as not your only wall breacher (I'm aware there's others). But it also stops early game deaths via acid pits/extreme monster room, etc.

I'd carry a shotgun through hell for corners/breaching. Otherwise, I'll just keep carrying my combat shotty for corners/scouting as always.........

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