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May 25, 2010, 01:18:28 PM
Reply #75

Offline Anannyo

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Re: Bitching thread
« Reply #75 on: May 25, 2010, 01:18:28 PM »
Oh cool, so I'm not alone   :cool:

May 25, 2010, 06:33:02 PM
Reply #76

Offline Blox

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Re: Bitching thread
« Reply #76 on: May 25, 2010, 06:33:02 PM »
Code: [Select]
Riotgun Stuff

  Fire:
    SHTG E 0 A_GunFlash
    SHTG E 2
    SHTG E 0 A_FireBullets (random(7,11),random(4.5,7),8,random(1,2),"BulletPuff2",1,1480)
    SHTG E 0 A_FireBullets (12,7,5,random(3,4),"BulletPuff2",0,400)
    SHTG F 3
    SHTG G 2
    SHTG BCD 5
    SHTG CB 4
    SHTG A 3
    SHTG A 7 A_ReFire
    goto Ready
  Hold:
    SHTG E 0 A_GunFlash
    SHTG E 2
    SHTG E 0 A_FireBullets (random(7,11),random(4.5,7),8,random(1,2),"BulletPuff2",1,1480)
    SHTG E 0 A_FireBullets (12,7,5,random(3,4),"BulletPuff2",0,400)
    SHTG F 3
    SHTG G 2
    SHTG BCD 5
    SHTG CB 4
    SHTG A 3
    SHTG A 7 A_ReFire
    goto Ready

What it does: Makes it reload faster by a tic, maximum damage reduced from 126 to 108 - With a maximum damage of 48 from a distance. (Practically impossible. Average: 0-24 //Better use that machinegun.)

Problem solved? (Although this makes the shotgun pretty bad even at short distances. *Cough* Spread.. *Cough*)

May 25, 2010, 11:49:35 PM
Reply #77

Offline Qent

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Re: Bitching thread
« Reply #77 on: May 25, 2010, 11:49:35 PM »
Do not limit the range. All guns in GvH have (theoretically) unlimited range, I like it that way, and I think it should stay that way however else you nerf the riotgun.

Why are you using random spread and why are you calling random with non-integer arguments? I can't believe that's really what you want.

May 26, 2010, 07:30:25 AM
Reply #78

Offline Blox

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Re: Bitching thread
« Reply #78 on: May 26, 2010, 07:30:25 AM »
I'm not really serious about that one.
Not to mention, all the randoms are just there to choose from.
Eg. Shot1 - 10,6,8,2/Shot2 - 8,5,5,4

May 26, 2010, 11:41:27 AM
Reply #79

Offline CarThief

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Re: Bitching thread
« Reply #79 on: May 26, 2010, 11:41:27 AM »
Wow, you say it does 126 damage as a maximum full HIT? I cant see how that is fair in any way. I'm all in for a riotgun nerf, i dont care what, as long as its actually nerfed.
Meh, glad grenades rarely where trouble for me, as Jitterskull attacks from a distance, thus making it easier to dodge grenades.

Not sure if people consider grenades overpowered. They do hit like hell and can one hit ghouls if it fully hits, or take out 100+ of their HP. Thankfully that's rare.
Reminds me of a stray grenade over some obstacles hitting 3/4 of my health at the start of the round... Meh.

Hmm... Speaking of the riotgun's "range", there's always pistols and machineguns. Riotgun for medium and close range. (Though its currently all-purpose all-range, really... No reason to switch to another weapon unless its empty.)

May 26, 2010, 01:04:51 PM
Reply #80

Offline Mobius

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Re: Bitching thread
« Reply #80 on: May 26, 2010, 01:04:51 PM »
Quote from: "Carthief"
They do hit like hell and can one hit ghouls if it fully hits, or take out 100+ of their HP. Thankfully that's rare.

No it isn't. It is very common place among the chokes and creepers, but yo know.. Chokes are fine and all -snort-

Quote from: "Carthief"
Though its currently all-purpose all-range, really... No reason to switch to another weapon unless its empty.

I picked up on the marine again and tried that in SuperGod and Obesdianwtfever server. It's like a sniper weapon with multiple pellets.. and works well on sjas from across the map.

I was thinking for a long time that Cutman should make the riotgun projectile based instead of hitscan. Blox, do you think you can cook something like that up in another Gvh modification so we can test it. Give the projectile tics something high so it could simulate bullet speed, but not hitscan :x and for the riotgun. That'd be awesome.

May 26, 2010, 01:14:35 PM
Reply #81

Offline Blox

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Re: Bitching thread
« Reply #81 on: May 26, 2010, 01:14:35 PM »
I'll try and 'cook something up' in another modification. :X
Expect this post to be edited soon.

Hitscan emulation successful. Adjusting damage/bullet count..

Alright, here it is.

Known problems: Jitterskull and Frostbite will 'bleed' with the normal DOOM blood. I'm sure it can be fixed, but not right now. Not while we're trying to find a nice, 'balanced', shotgun.

May 26, 2010, 01:18:05 PM
Reply #82

Offline CutmanMike

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Re: Bitching thread
« Reply #82 on: May 26, 2010, 01:18:05 PM »
I thought about it but my experience with action sack made me believe that projectile shotguns are just not as reliable as hitscans (they clip into walls, get blocked by corners and aiming them up vertically produces weird effects). Although if I saw a decent implementation of them I might give it a whirl.

May 26, 2010, 01:59:39 PM
Reply #83

Offline Blox

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Re: Bitching thread
« Reply #83 on: May 26, 2010, 01:59:39 PM »
For some MAGICAL reason, this shotgun doesn't seem buggy to me.

Let me guess; It sucks. :P

May 26, 2010, 02:04:19 PM
Reply #84

Offline Mobius

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Re: Bitching thread
« Reply #84 on: May 26, 2010, 02:04:19 PM »
Excellent, it is hardly noticeable. Without a sprite, people can't tell whether it is a hitscan or projectile based, unless you load up both wads and test them out since there is a delay between the shot and puff sprite.

The issue with sniper riotgun has been answered?! On the next episode of CutmanZ

You can make this a secret update and not tell anyone. They won't notice a thing.  :cool:

May 26, 2010, 02:09:11 PM
Reply #85

Offline Blox

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Re: Bitching thread
« Reply #85 on: May 26, 2010, 02:09:11 PM »
There is that little rocket trail to mark it's location.

By the way, you can actually dodge the shots. Not just matrix-style, but you can do it.

Which magically turns the shotgun into a medium-short ranged weapon.

May 26, 2010, 02:10:22 PM
Reply #86

Offline Mobius

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Re: Bitching thread
« Reply #86 on: May 26, 2010, 02:10:22 PM »
Quote from: "Blox"
There is that little rocket trail to mark it's location.

I'll adjust my ogl settings to see it cause I didn't ;/

Nope.. nothing on this end.

May 26, 2010, 02:14:41 PM
Reply #87

Offline CutmanMike

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Re: Bitching thread
« Reply #87 on: May 26, 2010, 02:14:41 PM »
Is the delay between puffs and walls noticeable from long distances? (i.e one wall of GVH09 to the other)

May 26, 2010, 02:16:32 PM
Reply #88

Offline Mobius

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Re: Bitching thread
« Reply #88 on: May 26, 2010, 02:16:32 PM »
I didn't notice it and I had freeze on and timefreezesphere on

May 26, 2010, 02:27:02 PM
Reply #89

Offline Blox

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Re: Bitching thread
« Reply #89 on: May 26, 2010, 02:27:02 PM »
(click to show/hide)

It should look like this.

@Mobius: Are you loading the .pk3 in AFTER Gvhv2b9.pk3?

Eg.

GVHv2b9.pk3
(GVHv2b9maps.pk3)
GVHv2b9RiotgunTest.pk3


BloxMAGIC strikes again! I somehow knew that it was possible to make a decent hitscan-replacer this way. [/SelfRant]