DOOM 3 Weapons -1 reply

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#1 11 years ago

I'm just starting this thread as general discussion about the weapons in Doom 3, hopefully someone will use whatever we come up with in a mod. Or somethin.

I'm new here BTW hi there.

Anyways let's get started!

Pistol:

Way too few rounds, and a little too powerful at that. If your on a top secret, facility that mass produces the uniforms and helmets why the heck would you have the basic firearm this magnum with only 12 shots? I think a 9mm type with 20 rounds or so would fit much better, but I think ID couldn't put that in there since Half-life already had the 9mm. Still, this weapon is way too sophisticated too be a 'standard issue' type of weapon, the thing should be weaker and faster.

Shotgun:

Ahhhhh....the topic of much debate. I think ID sort of hit something but they didn't hit it on the head. The Shotgun itself forces the player to depend on it, and to learn it's ability, which makes it so much more than just a shotgun and preserves the reputation of the doom shotgun. However, as a filefront member said "The thing spreads like the barrel is 1 inch long." This is true, and I think ID software screwed up there. A hardcore futuristic shotgun with a huge dose of stopping power can't contain it's pellets in an area of ten feet if your target is only 20 feet away. Lame! The weapon's decription should have been changed to 'prototype' or something explaining the spread. This would have made it both a unique weapon and not a "wth" moment when the player first uses it. However I am torn, since I am a Rambo at heart and shoving the barrel into the face of a Hell Knight makes for one good time.

Machinegun:

An interesting weapon, Id definetly got it right. This thing is accurate enough, and just weak enough that you don't use it constantly. It's design explains the lack of kickback, and the ammo display is the finest piece of work I have seen in a game yet. Kudos!

Chaingun:

Meh. The only thing I can say was there was no flare for this weapon. Nothing that said "This is the almighty room clearer." It was just....lacking something. Several mods have improved the sound, and the camoflage definetly enhances this guns appeal. But Id just sorta made it a yellow, looks like a jackhammer weapon which doesnt jiggle around that much even though your walking around holding it up with your forearm. My solution: Reskin it, and give it a real 'chain'. When you pull it out the marine should have to throw the chain over his shoulder, and his reflection will show that. Then when you fire it, it sounds like a DOOM 3 doomsday machine firing up and that thing needs some barrel flare and jerking motion. It just didn't live up to the monstrous killer that it looks like it could be.

Grenades:

Useless! The thing bounces around like it's weightless and the explosion is so small that it barely hits anything unless you shove it down a monsters throat. Needs a bigger blast radius, more gravity effect (like the quake 2 grenade) and definetly needs a better color. Why do military weapons have to be yellow!?

Plasmagun:

This thing definetly matched up to the expectations I was looking for. Only a few things, minor but could make this thing so much better. First off is the visual. In the original Doom, you could see just beyond the plasma, so you see the head or top of whatever your shooting at. In doom 3 your blind, and your plasma shots dont blind anything else or illuminate the room. I also thought the plasma gun would be more than individual plasma balls follwing each other, but more like the same as that but a small stream connecting them giving you a surging feeling when you fire it. It just seemed like a stream would be more effective than a plasma launcher. And speed up those projectiles!

Rocket Launcher:

Just fine! Looks very realistic and acts the same!

BFG:

They ruined it. They turned the bfg into the bfg 10k from Quake 2. Now instead of the huge plasma burst you get this ball that sort of floats away and explodes. Totally lame, but the charge was a nice idea. The bfg actually looks great, but the projectiles are too quake and not really original.

Chainsaw:

One word........AWESOME! They give you this weapon, and then offer and explanation, but one problem pertaining to the plot: If they got one wrong shipment how did chainsaw zombies end up all over the facility?

Flashlight:

Not futuristic at all, but does reflect the mass produced idea. Cheap flashlights are easier to buy.

Fists:

Brass Knucles? Nope. Gloves? Nope. Hair?? Nope.

Total Let down.

Now.....what do you think?




GoAtBoYz

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29th October 2006

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#2 11 years ago

I think your a let down, I think bfg is just fine, the projectilles they use is ok, BECAUSE IT'S THERE OWN PROPERTY! Dude you complained about almost every weapon in the game! If it wasn't for those chainsaws, there would be jackhammer zombies. Oh yeah, prepare for flamers.




Dafama2k7

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#3 11 years ago

I like the weapons on Doom 3 but i think that every weapon can be bettered in some way or another, maybe ID just has try it to keep all very basic, to like everyone, but i want more advanced weapons, but at the same time not too much powerfull or the monsters will not scare anyone, it's hard to mantain FPS playability and at the same time try to really SCARE someone !




Dafama2k7

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#4 11 years ago

A NEW .pk4 file that enables any v1.3.1 mod to run on v1.3.0 !!!

MEGAUPLOAD - The leading online storage and file delivery service

Only is needed that you drag the .pk4 file into any mod's (mine or not) folder you want to run.

Amazing !!!




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#5 11 years ago
GoAtBoYz;3769750I think your a let down, I think bfg is just fine, the projectilles they use is ok, BECAUSE IT'S THERE OWN PROPERTY! Dude you complained about almost every weapon in the game! If it wasn't for those chainsaws, there would be jackhammer zombies. Oh yeah, prepare for flamers.

Listen kid, the reason why there are so many weapons mods that stick a light on the weapons, or makes them super powerful is because nobody discussed what the weapons needed to make them more balanced and consistent with the plot and storyline of the game.




Dafama2k7

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#6 11 years ago

progress.gifI want to let you know that many weapons of my Unpredictable and D3_Alpha mods have been changed for the next versions, soon to appear, and that the weapons feel is a kind of HL2 and Fear style, specially for chaingun and machinegun, i recommend to try it when available




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#7 11 years ago

Dafama2k7;3774182A NEW .pk4 file that enables any v1.3.1 mod to run on v1.3.0 !!!

MEGAUPLOAD - The leading online storage and file delivery service

Only is needed that you drag the .pk4 file into any mod's (mine or not) folder you want to run.

Amazing !!!

This doesn't work, I tried it with Open Coop 2.0 Alpha and I got nothing.




Dafama2k7

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#8 11 years ago

My .pk4 to use v1.3.1 requiring mods on v1.3.0 D3, doesn't run with mods that needs a custom library gamex86.dll like this one, sorry Dr. Voltage.

I also have to do a version for D3XP (ROE), soon...




GoAtBoYz

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#9 11 years ago

You know dafama you should really stop trying to advirtise your mods on other people threads.




Dafama2k7

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#10 11 years ago

Ok, sorry, i will stop doing this.




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