-BLEEDTEA Posted January 31 (edited) The title has explained. Single attack's damage can vary highly... Often annoying. This modification is made to give attacks static damage values. Hooray! FILE {NORANDOMINHURT.7z} TESTED IN GZDOOM 4.11.3 You may have a look at the changes: Spoiler Message also included in CHANGE_S.txt "MISSILE" refers to the Thing's longer-range attack Zombieman MISSILE: 8 harm points Shotgunner MISSILE: 9 harm points, 27 damage total Chaingunner MISSILE: 8 harm points Imp MISSILE & MELEE: 12 harm points Pinky / Spectre MELEE: 20 harm points Lost Soul MELEE: 12 harm points Cacodemon MISSILE: 20 harm points MELEE: 30 harm points Revenant MISSILE: 40 harm points MELEE: 30 harm points Hell Knight / Baron of Hell MISSILE: 32 harm points MELEE: 40 harm points Arachnotron MISSILE: 20 harm pointsMancubus MISSILE: 32 harm points, 192 damage totalSpider Mastermind MISSILE: 9 harm points, 27 damage total every shot Cyberdemon MISSILE: 90 harm points on impact plus usual splash damage Wolfenstein SS MISSILE: 8 harm points, 16 damage total every round PlayerFIST, PISTOL, CHAINGUN: 10 harm pointsFIST UNDER BERSERK EFFECT: 100 harm points CHAINSAW: 13 harm pointsSHOTGUN: 10 harm points, 70 damage totalSUPER SHOTGUN: 10 harm points, 200 damage totalROCKET LAUNCHER MISSILE: 90 harm points on impact plus usual splash damagePLASMA GUN: 22 harm pointsBFG9000: 66 harm points for each tracer, 460 harm points for projectile, 3100 damage total ... a tiny bonus: PISTOL, SHOTGUN & SUPER SHOTGUN lack the brief delay before firing Suggestion? Point it! I am open to them. Edited March 7 by -BLEEDTEA 3 Quote Share this post Link to post
watto3699 Posted January 31 Always wanted something like this in conjunction with a fixed spread mod. This was the first thing I noticed, I'm so autistic Quote the Pistol, Shotgun and Super Shotgun have their very brief pre-fire delay removed. sorry. 0 Quote Share this post Link to post
RataUnderground Posted January 31 (edited) I'm a bit intrigued as to what the practical consequences of removing RNG damage in Doom are. I think logically the gameplay will become more predictable, and therefore the decision making easier to strategize. I'll give it a try as soon as I can. Edit: Is the revenant rocket damage still RNG or did you forget to specify it? Edited January 31 by RataUnderground 1 Quote Share this post Link to post
-BLEEDTEA Posted January 31 (edited) On 1/31/2024 at 9:41 AM, RataUnderground said: Edit: Is the revenant rocket damage still RNG or did you forget to specify it? forgot list inclusion. good pointer. Edited March 7 by -BLEEDTEA 0 Quote Share this post Link to post
kalensar Posted February 1 Its pretty fun. Had a nice time playing with it. 0 Quote Share this post Link to post
Wo0p Posted February 1 I flippitydo hate RNG so much, so this initiative is very much appreciated (Because RNG hates me ;_;) 0 Quote Share this post Link to post
-BLEEDTEA Posted March 7 Update has arrived! Many values were decreased in this process. The feel is closer to Vanilla! I would say.The obligatory changelog: Spoiler Chainsaw harm increased to 13 points. Rocket impact damage lowered to 90. Fists, Shotgun & Super Shotgun share the value of 10 damage. Player Plasma harm slightly decreased to 22 points. Pinky / Spectre MELEE, Caco MISSILE & Arachnotron MISSILE damage lowered to 20. Bruiser MELEE & Revenant MISSILE harm points decreased to 40. Caco MELEE & Revenant MELEE subtract 30 health now. Mancubus MISSILE & Bruiser MISSILE damage points are now 32. BFG tracer damage increased! 66 each. BFG projectile damage lowered to 460. File clean-up ... I believe that is all. 3 Quote Share this post Link to post
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