Closed Demiosis closed 2 years ago
Good idea. I'll try to do something along these lines when I get back to developing rebalance.
Okay, I liked the idea so much that I couldn't resist doing it.
Update 1.29b: https://github.com/WNC12k/DoomRPG-Rebalance/commit/d6fb1dc8d600b67b4d6ddb1f61d0381a2c2b0f3a
As for rebalancing the cost - I'm waiting for feedback on that.
Yay now the turret MAY be useable! XD (Will need some more dps tests..)
Close but no cigar . At the moment it will suck ammo for every different weapon modules you have (I have railgun and rocket that I bought on my turret ) When turret is out, without even selecting a weapon it suck all the rockets and cells! (Same if I only have rocket or railgun on)
You mean it sucks until the turret fills its ammo?
I had the option to make auto-reloading work only for the activated weapon module. However, I decided to abandon this option in favor of the existing one for the following reason:
To be able to load ammo into the turret for a weapon that is not activated, while using the one that has ammo on it in parallel.
Any suggestions?
No no!! suck as in taking, draining, eating, depleting
But as of now its miles better than it was previously.
Still the fix is literally what you said:
I had the option to make auto-reloading work only for the activated weapon module.
Also I do not understand what you just said: To be able to load ammo into the turret for a weapon that is not activated, while using the one that has ammo on it in parallel. <--- After rereading it 3 times No that's a bad idea , only reload ammo for the weapon module that in on otherwise it will be annoying to lose ammo on other weapons you did not planned to lose. Anyway you can only have 1 weapon module active at a time so what you just described really feel like an non issue imo.
Do you speak french by chance? Maybe we could understand each other better with a native language instead
Unfortunately, I don't speak French. I will try to put it another way:
At this point, you have the option to use auto-reloading for all ammo turrets. And use only one. On the one hand this is a plus. However, the first time you use the turret can really eat all the ammunition. But if you load it completely at the outpost, it won't provide any inconvenience. Here's what I mean.
But I can make autoloading work only for an activated Weapon Module. I wouldn't have a problem with that. But I'm not entirely sure which of these solutions would be more convenient yet.
Welp honestly with the all time I put on Drpg im fairly sure my verdict hold true (I have about 1000-1200 hours in this game with all versions combined btw XD)
But I can make autoloading work only for an activated Weapon Module. I wouldn't have a problem with that:
YES PLEASE! Do so! A clever player will almost never use 2 weapon modules on a turret (An even more clever player will save before spending module and do some test to find which is his fav weapon and neve put any modules in the others) , its really not efficient to change weapon modules in the menu (which you would need to do to use said other ammo let's be honest here) and you can just do Shift + G to spawn turret so I NEVER go into the menu in battle!! (Anyway you can't when dealing in nightmare/technophobia/Armageddon so that's even more of a reason imo!)
Okay. Give me five minutes.
Update 1.29b Fix 4: https://github.com/WNC12k/DoomRPG-Rebalance/commit/e9ac15d0d072f0e3df81eda1f7cdac3dc36ee3a3
https://www.youtube.com/watch?v=P3ALwKeSEYs
If you played the older versions you will recognize this meme! XD
Also least you can tell yourself that you ain't the only one fixing stuff today I found some textures to fix on some prefabs over here.. XD
In fact, paradoxically, I haven't played the old versions :D
What's more, I can't even play this version properly. Because as soon as I start playing, I always stumble upon the thing I want to fix. And it prevents me from enjoying the gameplay :D
Anyway, I'm waiting for feedback on this fix.
Tested this version and yes it work properly now! It load up the ammo for the rocket when rocket is on and cells when railgun is on! not both! Thx a lot!
Also what issue is still tearing you so bad that you cannot play the best mod for doom ever made? XD
It seems that the work of balancing is almost finished. And can already enjoy the game, but I have a feeling that during the game there will definitely be something else that needs to be changed.
For example, the turret system, now it does not seem balanced enough.
Hooo I get you! Well... Other than moving some weapons and armors around in rariry/ranking it seem pretty solid at the moment !
Update 1.29c: https://github.com/WNC12k/DoomRPG-Rebalance/commit/4173edd2db934adfa1dcbcd650fdfaf7d72a8ae6
does it use turret battery 1st then drain in your Aug? Kinda hope so.. XD though battery cap ain't too too bad already for the turret and having augs ALWAYS on are stupendously important in late game..
Update 1.29c Fix 1: https://github.com/WNC12k/DoomRPG-Rebalance/commit/e773d01f146e6827330c87f1ebc8472d59084ec8 Now it can be combined. Or you can be a variation on it. I've already released a patch for that. Since I discovered a few bugs.
And so we still have unfinished works on this issue? Or can we close it?
I did not test it yet but im gonna make a note and if there is a weirdness appearing I'll re-adivise.
This upgrade is an excellent idea but badly executed, (well honestly it should be given free when you buy the turret even) but yes, when you activate this command it should fill itself up as much as it can and not just take ammo when its empty.
As it stand, it's extremely annoying to constantly babysit the turret by refilling ammo every 5 minutes or so which is time you could've used to mow down the enemies yourself..
Beside, if one have a turret pet, the intelligent players will leave the ammo type they use the less (rockets for instance with a renegade) to the turret so it can shoot plenty and not be constantly buying ammo for it!