DRL > Requests For Features
Assault Shotguns and Solid Slugs
DaEezT:
I personally don't really see any need for a solid slug. I know what you mean, ammo like that is available in most tactic games but I think DoomRL is fine the way it is now. The spread patten is the price you have to pay for the power and 'always hit' feature.
I think shotty and chaingun/pistol balance each other out and with weapon mods coming in the next version the weapon landscape is bound to change anyway.
Speaking of mods, maybe a shotgun specific mod...
TFoN:
--- Quote from: DaEezT on January 03, 2007, 11:07 ---The spread patten is the price you have to pay for the power and 'always hit' feature.
--- End quote ---
Slugs *won't* always hit, so that's not a factor, and the slow reload and one-target boundries will likely keep it from becoming over-powered.
--- Quote ---I think shotty and chaingun/pistol balance each other out and with weapon mods coming in the next version the weapon landscape is bound to change anyway.
Speaking of mods, maybe a shotgun specific mod...
--- End quote ---
Well, I don't know anything about weapon mods just yet, so that may change my POV, but for the time being, I'm thinking aloud.
As for chaingun balance, I don't know... From my recent SG-training experiences, it seems to me much easier to play through a game not using SGs than it is to play not using CGs. Even trait-wise, EE's needed to keep your RLs working smoothly (and that CG), but Reloader's not nearly as so. EE will still be needed to work AssltSGs well, but at least you won't need ~3 10mm spaces and a CG to back them, too.
--- Quote from: Adral on January 03, 2007, 10:27 ---Since Doom had a tighter spread patterns, why not tweak the Combat Shotgun (or the Shotgun, or both) so it has a spread pattern more similar to the original? I think it could do the trick, too.
--- End quote ---
Aye, possible - making CmbtSGs narrow-angled, permanently or switchable w/'R' (the current 'R' doesn't seem to coserve reload time anyway, so it's better to control-'r'eload, one at a time).
But narrow-angled shotguns still don't fulfill what I had in mind, because they'll still lose a lot of power at medium range.
As for the quick-slots, maybe they could be tweaked? I was thinking, if 3 would choose the best (arbitrary) SG, you could still 'i' pick a "lesser" weapon, and the UI can include defining keys to weapons (restricted to keep it DooMish :P ).
After all, DblSGs out-class shotguns in all ways, when they can 'R'eload one barrel, and in most ways seem to out-class CmbtSGs by firing*2 where CmbtSGs fire->pump->almost fire ( and that's assuming they have shells left in them).
So, IMO:
1- LS, Combat Knife
2- (Plasma Pistol?), Pistol
3- Double Shotgun, (Assault Shotgun?), Combat Shotgun, Shotgun
4- Chaingun
5- Rocket Launcher
6- Plasma Rifle
7- BFG9000
8- Chainsaw
Special weapons will out-rank their normal class and then be picked by a first-inv-slot basis, possibly unless otherwise keyed by the user (who can, BTW, key them only through 'i'nventory ('K'?) to avoid lists that may spoil, although keying will then be permanent 'till changed again).
Adral:
--- Quote from: TFoN on January 03, 2007, 11:48 ---
Slugs *won't* always hit, so that's not a factor, and the slow reload and one-target boundries will likely keep it from becoming over-powered.
[SNIP]
Aye, possible - making CmbtSGs narrow-angled, permanently or switchable w/'R' (the current 'R' doesn't seem to coserve reload time anyway, so it's better to control-'r'eload, one at a time).
But narrow-angled shotguns still don't fulfill what I had in mind, because they'll still lose a lot of power at medium range.
--- End quote ---
But since a narrower shotgun would STILL always hit as it would use normal shells (and the always-hitting feature has been heard from Kornel itself, so it's for real), I think it might balance out the medium-range factor. And they would still be next to useless at large ranges, that is the special things about shotguns.
Making slugs it's just like making a sniper rifle: pointless (in a fast-paced, action focused and not stealth focused game) and un-Doomish.
So I still think mine's a good idea :P.
TFoN:
--- Quote from: TFoN on January 02, 2007, 12:20 ---I've recently played Doom for the first time in years, and noticed shotguns are anyway quite effective sniping weapons, which they aren't [in] DoomRL.
--- End quote ---
If not for that, I'd probably also consider it undoomish.
That and I don't mean AssltSGs to make for long-range devestators, but that they will still deal *serious* damage at the LOS edge. Narrow-angles, if they will do this, will also hit multiple targets, and I'm expecting this to be overpowerd.
Adral:
I agree that narrowing might make shotguns overpowered. But if that is done to the one-shell shotgun, it might cancel out the advantage. Still, it's a thing that should be thoroughly tested and tested again as to compare how does it fare against the shotgun we have now. Perhaps, to achieve balance, it might be a attachment for the shotgun - so you lose a improvement spot to have this advantage. That might work.
On the other hand, analize the weapon you have proposed:
* Deals the same amount of damage as a normal shotgun, to a single target (that's lots of PAIN)
* It hits a single enemy.
* It travels in a straight line.
* It reloads after every shot (or cocks, whatever)
Seeing that, I think Sniper Rifle instead of Assault Shotgun is more fitting :P. It just seems the description of one. Just take Intuition and Eagle Eye and OMG I R TEH 1337 PH34R SNIP4R!!!!!111oneone
Which is totally undoomish :P
Also, the name Assault Shotgun reminds me more of a Pancor Jackhammer type of weapon - a semi-automatic (or fully automatic) shotgun with a round clip that forbids one-shell at a time reloading and that is just too cool for this world. Imagine the shotting speed of a chaingun plus the pwnage of a shotgun in every shot. Hey, this could actually be another super-weapon, although it would eat shells like no tomorrow :P.
Here, take a look: http://world.guns.ru/shotgun/sh10-e.htm
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