[SUBMISSION] Nerve (tear) Gas Launcher
- Blue Shadow
- Administrator
- Posts: 1129
A few notes:
- It doesn't make much sense for the weapon to have a high (800) weapon kickback. I suggest using the default kickback.
- You should use BounceType to set the type of bounce instead of relying on the flags. The flags are deprecated.
- The INFO lump is missing.
I did a test with that flag set. The result was that I was able to kill a cyberdemon with four grenades. It could barely move or even retaliate, which made it very vulnerable and helpless.MagicWazard wrote: I definitely think it needs +FORCERADIUSDMG, though, because otherwise it won't hurt certain bosses at all, except for the canister impact, which is minimal (against a monster with 3000 - 4000 HP).
It needs balancing if the flag is to be considered.
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- MagicWazard
- Moderator
- Posts: 808
It's a shame that pain chance can't be overridden on a weapon-by-weapon basis. The (UTNT) Flamethrower (the one with sprites by Eriance), has a very similar problem. All the damage is dealt by a huge number of explosions and burning flames, which can stun-lock the average monster to the point that they can't retaliate at all--and, since the damage is explosion-based, the flamethrower is useless against bosses (but overpowered against anything that isn't a boss due to the ridiculous damage values). When I decided to implement the flamethrower into my resource set, (in addition to lowering the damage dramatically,) I had to assign a custom damagetype to the projectiles, and individually give each monster an unusually low PainChance to that damage type to offset the sheer amount of damage calculations the weapon generated. But I'm not sure that would be a fool-proof solution in this case, due to the massive number of clouds generated. Even if a monster had a PainChance of a single-digit value towards this damagetype, there's still a good chance they'd get heavily stun-locked since so many clouds are generated. It's worth a try, though, as far as I'm concerned.Blue Shadow wrote:
I did a test with that flag set. The result was that I was able to kill a cyberdemon with four grenades. It could barely move or even retaliate, which made it very vulnerable and helpless.MagicWazard wrote: I definitely think it needs +FORCERADIUSDMG, though, because otherwise it won't hurt certain bosses at all, except for the canister impact, which is minimal (against a monster with 3000 - 4000 HP).
It needs balancing if the flag is to be considered.
I guess a weird alternative would be to make it so that the coulds ONLY stun, and don't actually cause any damage. I'm not sure what combination of flags and settings would allow that to work, though.
Still, I've said it before, and I'll say it again--this weapon is tons of fun. So I hope the balance issues get ironed out.
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- deathknight
- Topic Author
- Wraith
- Posts: 17
As for the boss thing, I can live with the bosses being almost immune to the grenades, making this a weapon aimed more towards handling the peons. A nice feature I assume the gun has is that if a boss can't be affected by the grenade doesn't mean it won't affect smaller monsters that a boss might spawn.
The bigger question i have is that are the gas clouds at least still hurting the boss monsters a bit (not direct impact)
Although, a Nerve grenade launcher sounds nice, i also like the idea of it being an old fire grenade launcher, not a very common thing but i liked the one they had in "Enter The Matrix"
http://www.imfdb.org/wiki/Enter_the_Matrix#Power_Plant_Methane_Gun
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- deathknight
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- Wraith
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- Dreadopp
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- deathknight
- Topic Author
- Wraith
- Posts: 17
I tested some new damage values, and it seems like it takes 2 full grenades (3 plus some gas) to kill a revenant.
If its a huge problem I can try to tone down the clouds once again, I personally like the look of all the clouds (to look like 1 big cloud maybe instead of 1 big sprite of a cloud). But I can see where performance might be an issue.
I made the base grenade damage lower, decreased the amount of large clouds by a third or a half, but made it more likely for smaller clouds to spawn, and their radius was increased. Other than that just some little cloud physics/behavior was changed.
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- Dreadopp
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- Blue Shadow
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- deathknight
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- Wraith
- Posts: 17
I'm fine with how the weapon currently is.
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- Blue Shadow
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