![]() Increased player proximity grenade throw velocity by 20% (matches grenade launcher).Īn attempt to address vanilla design, the following ammo capacity changes encourage smart pickup management, resolve balancing issues, and increase trigger happy time with the overly-limiting weapons (e.g Lighting gun, nail gun). The intent is to fix an obvious vanilla design flaw: to actually let you enjoy the lightning gun rather than it eating all your ammo in seconds (also alongside cell ammo being very rare outside of e4m7, especially in Q1.5). Picking up a lightning gun gives you 30 cells as opposed to 15. ![]() Increased base damage by 17% to match RL. Makes the GL more enjoyable and versatile to use viable at medium ranges or vs enemies with moderate elevation advantage on you, is more effective at bouncing off walls, and hopefully not almost entirely outclassed the moment a rocket launcher is found. Increased base damage by 17% In the absence of the massive direct impact bonus, since Q1.5 and this add-on make the game somewhat harder (especially on nightmare). Deals the same damage as GL, as per vanilla. Removed Q1.5's massive bonus damage on direct impact. ![]() Note: vanilla SNG behavior makes the normal nailgun redundant just like vanilla, whereas with spinup ON alongside Combat+ nailgun improvements the nailgun sees use to the very end. However, if you keep the spinup delay enabled the fire rate is slightly faster once the barrel enters full spin cycle, so it's a trade-off. Alternatively toggle from Q1.5's in-game menu. 'set nospinup 1' in console to disable spin-up. Sped up Super Nailgun spin-up time by 20% and slightly increased rate of fire once it enters full spin cycle. This also works well in tandem with the bugfix that enables single shot/burst fire marksmanship. SNG is still far better as it deals much more damage (higher DPS and better ammo conservation), however the nailgun will be appealing for longer ranges, as well as good against fast or small enemies since it is harder to dodge. The intent is to make this remain a useful weapon once the SNG is found. Increased projectile speed significantly. Now you can single-fire/burst fire the nail gun effectively with a single mouse press or short hold. BUGFIX: tapping fire/shoot with the nailgun will no longer cause the weapon to muzzleflash and vibrate (animation), but not fire a nail. Chainsaw range/reach increased by 25% (64 -> 80 units). Satisfying and provides feedback whether you hit or miss. Added a sound when hitting enemies with the axe (previously none). Axe range/reach increased by 25% (64 -> 80 units). ![]() Kick range/reach increased by 25% (64 -> 80 units). This nerf attempts to tone that down while still making kicking enemies into traps etc viable, and also make follow-up kicks or other close-range attacks easier by not sending enemies too far. It was too much (would send grunts flying). BUGFIX: No input buffering with kicking - you won't accidentally be kicking twice in a row all the time if spamming. The kick is more viable to combo with other attacks. You can kick during weapon animations, such as while the SSG is reloading. ![]() Faster melee kick/transitioning to being able to shoot or kick again. Kicking is vastly improved with the following changes: The intent is to make the Shotgun slightly more viable overall and also not left behind by the new SSG. This results in an approximate +17% damage increase per shot and yields exactly half the number of pellets per shot of the SSG. Pellets fired per shot increased from 6 to 7. Given that Q1.5 and this add-on both increase difficulty substantially via new enemies and smarter overall AI (especially on nightmare mode) it permits this buff. The intent is to make the SSG a true successor to Doom's SSG in terms of fun factor and shred potential. Additionally, kick attack is now enabled during weapon reload animations (see below) - it is extra proficient to combo kicking with the SSG now. Horizontal accuracy slightly increased (still not sensible to use at medium-long ranges, but improves range ever so slightly). Knockback for enemies and the player both is reduced by 25% since you'll often be firing twice in succession. However the reload animation/delay is slightly longer (+0.25 seconds). The SSG can be fired *twice* between each reload animation (increased DPS but not damage). This add-on requires Quake 1.5 and you should download that first.įULL FEATURE LIST - All features from v1.0 to present. ![]()
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