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Gameplay Mods • Re: HyperExia's Scavver's Paradise Addons & Mods

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NEW CHANGES!
Tweaked armor spawns (not perfect, probably still a wip)
- Green Armor will be replaced by armor Tiers 1-3
- Blue Armor will be replaced by armor Tiers 4 & 5

40mm Shrapnel Cannon has it's own new reload animation
Tweaked 5mm surplus rifle reload animation a bit
84mm Heavy Launcher reload has been reworked a bit

Boosted damage to 6.2 mm assault rifles so that they're still more effective than 5.56mm.

Boosted damage to m1 plasma rifle balls by a bit. However, other plasma weapons that would have used the same plasma rifle balls now shoot their own versions that correlate with their own energy cell expenditures

Energy cells now have partially charged pickups that will add to your ammo once you gather enough charges to fully pick up another energy cell. In essence, efficient energy pickups are now a thing. (not perfect, probably still a wip)

Additional changes I forgot to log down a while ago (if you played you may have discovered some of these already):

BFG class Dark Matter Gun uses the tertiary fire to use 50% less power and have twice the amount of shots for half as much power, increasing its versatility. It's otherwise rather specialized as it is entirely nondamaging to void entities, and it is the only dark matter weapon in the game. It also takes less time to charge up or recover from firing when shooting at half power.

BFG 9K alt fire has been boosted in damage, since it takes 2 extra ammo units to shoot compared to the 3K. However, this does have some additionsl randomness to the damage, so the 3K keeps it's usefulness for more consistency and efficiency

BF Railgun and BFG 3K can be held to charge up and fire when releasing the trigger

Statistics: Posted by HyperExia — Wed May 22, 2024 1:54 pm



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